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Syncing Random vars for NPCs
I'm new to unity networking (Unity 5.3).
I'm trying to make a simple network multiplayer game where enemy NPCs are spawned randomly.
In my current setup, I'm using a server-only scene object which spawns enemies randomly (random intervals, random positions/rotations). The enemies have their own random movement behaviour after they spawn. I use NetworkTransform to keep the enemies' movement in sync on clients.
But I don't like it this way because it kinda gives the host player an advantage since he doesn't get delayed updates from NetworkTransform like the client player does. Plus it's a lot of network load to keep a ton of objects constantly in sync via NetworkTransform.
Would it be better to have the spawner object run locally on the client-side? If so, how do I get the client spawner's random actions to sync with the server after he joins, and ensure they stay in sync?
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