Unet - whats the best approach for a global game manager?
I have some players running around, projectiles etc. all work great. But now I want to make a global script that synchronize general things between players, a "game manager" if you will. Among the game manager duties:
check if victory condition is met (for example last man standing) and declare victory message to all players.
send time-based and random messages to all players.
synchronize level related stuff that don't necessarily have their own "player" object (for example, scene ambient light might change).
etc.
so what's the best approach to create such an object? should I make an empty game object with network identity of server only and implement everything via client RPC functions? or do it like a "player" with local authority that sync stuff? and what Unet method should I use to transport those general messages (its not like position sync, its more like single events).
I'm new to the new Unet system and still trying to figure out what's the "right way" to do some things.
Thanks!
I also try to make multiplayer gamemanager. I create similar question: http://answers.unity3d.com/questions/1227175/increment-global-counter-on-all-players-with-unet.html
Hey, I'm curious how you eventually created your game manager. I'm in a similar situation right now, trying to get familiar with UNET.
Hi! $$anonymous$$y solution is: 1) I spawn object on server with local authority and assign authority with player. This object plays role of NetworkGame$$anonymous$$anager. 2) I make synchronization between two NetworkGame$$anonymous$$anagers of both player. But now I use PhotonEngine, so I don't have this problem. I think that PhotonEngine is better solution. If you want to know why, I can tell you more.
Hi thanks for the reply but the question is no longer relevant (its quite old as you can see) :) cheers!