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Multiplayer Problems
So I've been having this problem which has been preventing me from making my game multiplayer FOREVER now.....
I have a main character with ALOT of information on it, this is because the game uses a special system to craft power up combinations and while the game is simply a top down shooter the Player prefab stores almost all of the games information. The game is random Gen so the generator is also stored here....
SO here is my problem, in the single player I just have the player prefab present in the scene but in multiplayer instantiating the prefab causes countless problems! Everyone has been saying that I NEED to instantiate a player onto a network in order to have the player present. What I'm saying is that to do the multiplayer this way would take me months to reprogram the player to be easily friendly to this.
Is there anyway I can have the player present on the server without having all the other information sent over and without reprogramming the system?? This is super frustrating :(
Thanks Guys
Can you just create a simple multiplayer prefab that doesn't generate a world? That way you could have the 'master' player prefab do all the generation and connected clients would just walk around it.
Unfortunately, however, it seems that you might have an architectural problem. There should be a world generator sitting in an empty gameobject so that your player and the world building can be decoupled completely.
Yeah :/ that seems to be my problem, will probably end up having to make separate players. The issue isn't so much the world generation but more how the players affect the HUD which is also attached to the game object, its rather easy to seperate the world generation, but the HUD has so many health bars and various other asserts which are being used and accessed >.<
Other players shouldn't affect your HUD. When you spawn a network player destroy their HUD so that you only ever have one, the local player's.
Your answer
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