How do I sync Network-Server objects to clients? / Is my solution okay?
This is not about one specific issue I am having, but rather if my approach is correct and how to deal with a problem I am having. This is how my game deals with non-networked objects (buildables etc.)
Now this doesnt work with networked Objects (namely vehicles), because the client does not instantiate them and as such cannot assign a State class. Should I make some system that stores the states for the clientside networked objects to ask for on Start(), or just make them non networked as well? Is this even a good option? Thanks for anyone who can point me in the right direction!
Your answer
Follow this Question
Related Questions
Unity UNet Correct Usage, Unity 5.4 Beta 0 Answers
Best Network Manager Settings For Very Intensive Network ? 0 Answers
PLS recommend plugins for networking/sever which ONLY work for authentication + storing player info. 0 Answers
How do i get the two client's units to match up rather than be incorrect units? 1 Answer
How to sync state of gameobject in the Unity uNet Multiplayer system? 0 Answers