What’s the best practice for networked objects, which should be controllable by all players?
I have a VideoPlayer in my unity app, which is synced for all clients via UNET. All clients should have control over play/pause/seek/loadvideo etc.
It’s currently a host object, so clients don’t have authority. Is it a good idea to implement a command call on player objects to request authority with “NetworkIdentity.AssignClientAuthority()” or is there an easier way?