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Multiple Projectiles over the network (PUN)
I was wondering if anyone knew the best way to handle multiple projectiles in a multiplayer game.
Currently I network instantiate projectiles which have their own photon view attached to them. This works however I'm worried that when multiple players start spawning multiple projectiles then there will be too many updates being sent out which will heavily impact network traffic.
Should I just instantiate the projectiles, fire them in the correct direction and then let each client work out where they should be? This would make it smoother but I'm worried there could be synchronization issues if I do this.
Another Idea I had was to send the position updates every half a second or so just to confirm the projectile is on the right track.
Looking for any helpful advice on this, thanks :)
Answer by Serinx · Jun 25, 2015 at 08:46 PM
Ok so I decided to go with instantiating the projectiles over the network and then letting each client handle the behaviour.
This results in much smoother movements and much less network traffic.
hello, please share with you experience. I did projectile shooting, throwing the ball. It shoots very well with local. But the sync is bad. How can I get exact same effect with other clients projectile ball throwing? I have tried to observe the Ball's Transform, Rigidbody etc. because after ball Instantiates I add rigidbody addforce
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