Hi, im wanting to have a go at implimenting multiplayer into my project and from reading all the tutorials it appears that they do it more or less one way, and probably for a good reason (it works!).
But for how my project is setup I dont think it will be the best way and probably not needed.
My project is a flight sim and the flight model is very physics based with also a wind system integrated and ive been advised that the better way would be to:
Instead of spawning lots of the same physics heavy gameobjects, to just have one locally (you) and then the rest just “non-physics based game objects” that retreive positions and rotations from all the others?
The only data I would need to receive is locations and rotations, nothing else (as in rockets or anything)
So I was just wondering if there are any guides or tutorials floating about for me to work though?
Or even a name for this type of multipler for me to google it.
HI, im just bringing this back up because im currently struggerling to get somthing going.
If i understand correctly, For me to send transform data from my local physics controlled object over the network which simply sets the transform of a mesh object, the 2 game objects are different?
It seems from my test, If i send data using RPC, i can only receive that data via the RPC if its on the script attatched to the same game object it was sent from?