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Question by DCTShinobi · Apr 18, 2017 at 04:21 AM · networkingmultiplayertimerserversideticks

UNET: Server Control and What Clients See?

I apologize if the subject line isn't exactly what I'm trying to learn.

Basically, I'm trying to create a server-controlled "tick" at a specific time interval. And only if certain conditions are met based from the server's perspective, something will either happen or not, and will be displayed/changed on the clients.

For example...

There is a trigger with an associated mesh. If a player (collider) is inside that trigger when the server's "tick" takes place, the associated mesh will turn a specific color (dependent on the player). Also, that player will gain a point.

I can get this working in a non-network environment. But when I try to add UNET, things don't sync well. Each "tick" seems to be client-based. And each client also manages its own scoring and color changes.

How can I make only the server to control when a true "tick" takes place, and also the color changes and point scoring?

I'm attempting to use a "game manager" object, but each client seems to have their own copy, making the "ticks" happen locally, throwing the color and point changes out of sync.

Thank you! I'm very new to UNET/networking, so any help or even directions to tutorials that deal with network time/score keeping would be appreciated :-)

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