Hello, I am building my first multiplayer game and I decided to go with photon as my networking solution.
So far everything is going well but I don’t quite understand how it all works.
For example there is a Master Client or a Host for each Room, which makes me think it’s using a peer-to-peer connection, however a quick google search is telling me it’s a client-server solution and also in my photon dashboard I have a server for which I even have to pay if I want the game to have a substantial player base.
Another annoyance I’ve experienced is hit detection in game. When I have the enemy’s weapon collider collide with the player’s body I am making an RPC call to all other clients, including the enemy, that the player has been hit which works fine until the player that is getting hit lags or minimizes the game. If that happens hit regestering becomes very unreliable and most of the time is impossible since the client that is making the rpc command for getting hit is experiencing massive fps drop.
This once again looks to me as a peer to peer type of connection since in my mind if the game has a dedicated server running everything this shouldn’t be a problem.
I am sorry if my question seems all over the place but I am new to this and I am pretty confused. If anyone can shed some light on my situation by explainging how it all works and maybe a few tips on how I should do hit regestering to make it more reliable, I would greatly appreciate it!