I am using NGO Netcode for gameObjects in my game, let’s say the server invokes an action event that the timer has finished, then UI should enable and disable some objects, or maybe a bool network variable got changed (false to true then true to false…). The question is:
what if a client has a slow and bad connection when that event gets raised, or when that bool network variable got changed, is there a chance that he would miss that event and then continue the game without knowing that that timer has finished, or that bool got changed that time (the bool variable got changed 5 times, but he missed that 4th time for example), then his connection returns to good state, is there a chance he will miss those things, or they will be cached to him and send them to him once he got stable connection?
This depends on whether the event was sent reliable or unreliable.
RPCs by default are reliable but you can make them unreliable via the attribute to make them more efficient. You would only use that for things that have no effect on the gameplay, perhaps a chat message.
Afaik network variables are guaranteed to synchronize, it would cause too many bugs if they weren’t sent reliable.
Can you explain more Sir?