For example my world is made up of cubes. The normal cubes have rounded edges and look nice. But I also have 2 lower poly variants of the cube, the lowest is really a straight edge cube, basically a box.
Question is, how would I be able to have one client viewing normal cubes, and another client viewing low-poly cubes? (Let’s say this client’s machine has more limited resources)
What’s a good strategy for this?
Just sync the transform or whatever you need across clients but not the mesh, and then use lod techniques on each client to change the mesh based on whatever you want (distance, grahpics quality)
thanks pmurph, that sounds like a good idea, I will try this. I wasn’t sure if there would be issues in spawning prefabs that are later modified/built according to client settings. (ie would every client see the same low poly cube version, or the child gameobject that has the cube model is not sync’d to all clients for some reason) It sounds like the server will at least need to contain the rigidbody/box components so that it can manage the game state correctly. The clients will specify the specific cube model to render, that is not coming from the server.