CROmartin
OnActorLeave fires when player leaves, but for every client. It would be good if there was some kind of equivalent of "join room" for "leave room", which seems to fire only for exact client that joined. Am I understanding this events good?
You can get the id of leaving player via Photon.ActorNr variable and compare it to the id of the player which you need.
When you send data you should always pass ID of client(Photon.MyActorNr)
Photon.ActorNr works the same way for events, so you do not need to send Photon.MyActorNr. Other variables for events are Photon.EventCode and Photon.EventData. Of course all these variables are valid only in the current Constructor event handler.
I handle slots this way: when player joins already connected clients send theirs information to newly connected client information trough "OnActorJoin" and then he creates him self with "join room" event...
Using room properties updated by the master client and read by others (in OnMyRoomPropertiesChnage) looks much simpler and more reliable.