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Question by Christian.Tucker · Aug 22, 2013 at 03:30 AM · terrain bugsend messagesending object

Server as to be on the same scene as the client

Alright, So I'm making a basic multiplayer application, but I'm trying to figure out what I need to do for this.

Basically, I have a server application, and then a client application, and the two clients login via SQL and then connect to the server. From there I load the level with the Terrain, and the player can walk around on the client-side, now I'm using Network.Instantiate, so On the network when I see the player Move, he appears, and keeps flashing, because the client is sending position data, and he's just falling due to no terrain on the server.

When Both players are moving at the same time, you can see them flashing, when the client sends the data, but then if they stand still they are invisible, how can I go about fixing this, I don't want the Server to always have to be on the same scene as the client, because that would mean I can't have multiple scenes, and considering my game was going to have rooms, that's not good.

Edit: 24 hours, no comments, bumping.

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avatar image meat5000 ♦ · Aug 26, 2013 at 01:17 AM 0
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The server should not handle the full running of the game in that sense. The client program should be able to interpret the information within its own limits, interpolating as it goes. So if the server says "fall through the floor" the client says "no, I'm standing on the ground". Split up the handling of certain informations such that the client actually handles everything game world related and the server simply gives guidance which the client interprets. It's not important for each client to be showing EXACTLY the same thing as long as when the server receives return info it's within bounds, but is able to cope if it's not. $$anonymous$$inimise server load/work.

avatar image Christian.Tucker · Aug 26, 2013 at 04:00 AM 0
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So, from what I understand based on what you said (Excuse anything I say that just sounds completely retarded, as this is my first networking application)

The Server doesn't have to have anything, really. I just have to have an application with Network.initialize, and from there make the client send RPCs with the position? Therefor, ins$$anonymous$$d of initializing the player over the network via Network.Instantiate, I just Instantiate it locally, then send an RPC to OthersBuffered, letting them know about my location, then have the client draw everything, correct?

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