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GameObject "pickup" on joining (UNET)
Let's say a player joins the game, do some stuff, leaves the game. Server should save his GameObject&Component's variables to somewhere (I think it could be done manually for each variable, right? Or is it possible to store a copy of player's GameObject?). The player is able to join back and server should send his variables back to him.
I'm trying to find a simple correct way of doing this. Is there any approach? I can have tons of variables that should be saved, and it's uncomfortable to manage them. How usually this stuff is getting done in other multiplayer games?
Answer by jandd661 · Sep 15, 2018 at 01:18 PM
Greetings, This may help: https://www.youtube.com/watch?v=KUjeQDZ4P9M Also, there was some good advice here: https://answers.unity.com/questions/803671/i-need-to-save-and-load-gameobjects-how-do-i-do-th.html
Well, it's all about saving/loading game data on a host machine. But I need to send player's data to a just connected player, who already been in this game, who may have some particular items in his inventory, health, - all his variables that are stored on a server.
I fail to see how:
"Well, it's all about saving/loading game data on a host machine."
Is not related to:
"But I need to send player's data to a just connected player, who already been in this game, who may have some particular items in his inventory, health, - all his variables that are stored on a server"
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