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What to send when networking?
So if I'm taking an existing game, and making it networked, what's the best way to do that? I know I can send the transform, and then the network clones will be in the correct position and rotation, but all of their other properties (specifically, animation) will not be accurate. I can send the controller and then have the local copy recreate the movements of the network clone, but with the network latency it may not sync (I can sync it by also sending the transform).
Obviously the less I send over the network, and the more the client calculates, the better for performance. But if I have a standard FPS guy, the transform alone doesn't tell me if he's running, ducking, walking, climbing, shooting, etc. But will the character controller be enough to have the clients in sync without too much network traffic?
Answer by meat5000 · Nov 20, 2015 at 02:25 PM
Nice. I guess I just need to brush up on the State Synchronization. I've done all those steps based upon a youtube tutorial, except the State Synchronization. I guess that's the piece of the puzzle I'm missing.
Indeed, Network Animator is a cool component, but you should only use it where its really necessary in order to reduce network through-put.
Where animation is based on Parameters for speeds and other variables found in a script it is often not required as the animations will be synced based on the script information that is SyncVar'd anyway :)
So you think for a helicopter who's rotor speeds are controlled by a variable, or a racing game where the tires need to be turned to match what the transform has should be done through Sync Variables, but which animation and what frame we're on for a human playing in an FPS should be done with network animation?
Just trying to get a grip on how to make A and Client's A look the same.
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