Network how to synchronize large tilemap that's made up of bits
This is for 2D
I'm fairly new at networking with unity or in general, but I was wondering, as I could not find any tutorials that deal with this : How can I go about synchronizing a large tile world (say 2000x1000 tiles for example's sake) when on the client they are basically stored as bits and you only see 64x64 chunks as you walk around in the world, which are just sprites ( the library is SpriteTile if anyone is familiar with it )
I can't imagine using syncvar or list is viable as it's too many variables to keep track of, unless i'm missing something with how they work?
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