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Question by elaidlaw · Jul 23, 2017 at 04:44 PM · multiplayer-networkingrts

RTS networking basics

So I am trying to make a 2D networked RTS game, and I've already created some of the mechanics in a non networked game. Now I'm trying to make it work with multiple players and my brain is hurting from all the different Network _s and commands and rpcs etc. The way the architecture of my non networked game works is that I have a map game object and a player game object. The map game object generates a procedurally generated seascape. The player has a PlayerControl script, which manages all the things the player can select and do things with, which are its children. There are boats and docks which are the player's children.

Now, from reading through the how to make a networked multiplayer game from scratch page in the documentation, if I put the player as is in the player prefab slot in the Network Manager, then I can't add Network Transforms to any of the boats, and I'm super confused. I'm also not sure about when I need to use commands to do things vs having Network Transforms and Network Animators for example. My boat prefab has several children that have animators for the oars, wake, cannons, etc. that it doesn't make sense for them to have a Network Animator, because the only place I can put that is all the way up on the player object.

If someone could point me towards a tutorial or some reference on having several different controllable units that get synced or just explain a few of these concepts that would be greatly appreciated. Thanks!

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