Author Topic: How the new version works  (Read 1834 times)

YuriHeupa

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How the new version works
« on: September 13, 2013, 11:18:14 AM »
The server works standalone from the client?

All clients have all the game objects already instantiated, we dont will use object.instantiate after the game run,  to spawn we just made the object activated, as it would work on the network?

All these prototypes would have to have netObject? Because the currently version that I got when I want to instantiate an object it needs to be on the list of objects in the manager, and the other client also has the same list, then search for the index and instantiate, in my case I have no prefabs, just prototypes, how the other side will recognize?

Sorry for the weird english, i'm brazilian, hope you understand.
« Last Edit: September 13, 2013, 11:45:59 AM by YuriHeupa »

ArenMook

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Re: How the new version works
« Reply #1 on: September 13, 2013, 12:29:45 PM »
Assuming you have a manager script that activates / deactivates target objects, you'd have the TNObject script on it instead. And instead of activating / deactivating objects directly, you would send an RFC call (function) to all players. Inside this function you would do your activation  / deactivation. This way everything will be synchronized.