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Question by Braza · Nov 11, 2013 at 10:23 AM · visibilityfog-of-warturnbased

Authoratative server way to let clients see only what they can see

Hi,

I try to end up with the Fallout Tactics like turn based game, but a multiplayer arena. My intent is to implement authoratative server that runs the model of the world and provides its clients only relevant responses/upadateson their actions. There is a trouble which I don`t know how to resolve properly by the means of Unity.

How would I update client's field of view, especially visible enemies?

I wouldn't like to just set them to be invisible(not rendered). I don't want client to receive the information it doesn't need to know at all. It would be less cheating prone as well.

Additional info: Players prefabs are going to be Network.Instantiated from the server and controlled only from there. Client machines provide only intents of the player.

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avatar image flamy · Nov 11, 2013 at 11:27 AM 0
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I am afraid it is not possible.

Unity would send the data of the object to all peers regardless of any condition while using synchronization methods.

You can achieve it by using RPC calls, but they are costly and are hard to manage( you would have to send a RPC for each object present, when ever the object moves.)

avatar image Braza · Nov 13, 2013 at 01:02 AM 0
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That`s bad news but thanks!

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