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Question by Frigerius · Sep 23, 2016 at 12:48 PM · networkingnavmeshserializationrts

navmeshpath serialization via reflection for network RTS game

Hey, is there a way to serialize NavMeshPath so it can be calculated on a server and then be send to its clients? We tried it with C# reflection but NavMeshPath seems to have an intptr which we weren't able to serialize. The Problem is, that NavMeshAgents don't walk the same paths on different game instances in our network RTS Game, in my opinion it's because of the Obstacle Avoidance. Or is there a better way to synchronize servers Units-Position with its clients? Our actual approach is to send Units-Position each second but this leads to stuttering on the client side because the NavMeshAgents don't use the same paths as the agents on the server and the agents try to follow there paths ^^

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avatar image Alatza · Mar 27, 2017 at 09:26 PM 0
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Hi @Frigerius, have you ever found a way to serialize Nav$$anonymous$$eshPaths?

avatar image Frigerius Alatza · Mar 27, 2017 at 09:40 PM 0
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Hey, unfortunately not, I'm sorry :)

avatar image Alatza Frigerius · Mar 27, 2017 at 09:46 PM 0
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No worries... Time to dismantle my "path generator". I should have done a little more research before all that coding :D Back to drawing board. Good luck to you and your $$anonymous$$m!

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