UNET : DON'T sync players
This might be a little backward considering what networking is for, but:
I'm trying to set up a multiplayer card game with "rooms", so that you only see player objects in the "room" you're in. I need everyone to play on one centralized server (I have that working just fine) but if Players A and B are playing a game, and C and D are playing a different game, C and D still get synchronizations from A&B's game.
Previously I was designing this on a web server using polling (performance issues killed that..) so my CURRENT setup favors the clients not really being aware of any other clients at all (the server "plays" as the other clients, from the perspective of the client). So I need one of two solutions, either way works for me:
A way to isolate the playerobjects between games so that you only sync with other players in your "room" OR everyone else's playerobjects don't sync with you at all
Thanks!