I’ve got a FPS-style game that has been entirely single-player up until now. I’m exploring options to rework it to allow multi-player support. After an initial pass at this, I encountered a number of issues with how I designed my application, based on assumptions that are true in a stand-alone game, but not true in a network game. I have a couple of general questions on how to proceed with some of my implementation of multi-player.
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Supporting both multi-player and single-player levels : It seems that as soon as I put a Network Identifier on my “player” prefab, it preventing me from playing any of my single-player levels. Assuming I’m using the same Player prefab in both my single player and networked levels, do I need to dynamically add/delete the network identifier from the prefab, depending on whether the scene is a multi-player or single-player level?
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I have a lot of UI code (HUD, pause screen, changing game options, etc). That’s currently handled by a global “GameManager” class I have, which drops the UI object into the scene. My understanding is that I’ll need to rework all of that UI such that each player has their own one of these UI objects, so that each player could be looking at a different set of UI screens at any given time. So, in general, does all of the UI in my game need to be associated with a NetworkBehavior class, and all interaction filtered by isLocalPlayer?
Thanks,
-Dan