- Home /
Sync massive amount of GO between clients
Hi guys =),
I am currently programming a multiplayer game and are bumping into some problems.
About the game design:
players run free, with WASD, in the game world (third-person cam)
Each round will have an enormous amount (about 100) of enemies
The player must prevent the enemies from reaching a position
My questions:
Is a completely deterministic game design with lockstepping, fixed points, etc. advisable? Are there tutorials?
How can I synchronize collisions across the network? There are only capsule collider and mesh colliders for the buildings. Can collisions between rigidbodies be deterministic?
Similar game designs:
Simple Halo-Coop, with lots of enemies
Simple HiRes-Games Smite, with loads of enemies
I used Photon with a single photonview in the Gamemanager script. Only player input is synchronized with RPC.
Thank you for your help! I am thankful for every hint.
Regards, finalmagic