Using an authoritative server in a scene with multiple terrains stitched together with SetNeighbors, does the server load all terrains into memory, or just used ones as players use them?
1 Answer
1This depends on your network setup. There isn’t synced anything automatically. Every player has it’s own scene / 3D world with it’s own objects. NetworkViews actually build links between objects on different peers. If the terrains are already in the scene then it’s the same for each player, no matter if it’s the server or a client. The scene content looks exactly the same on all peers.
SetNeighbors don’t remove invisible terrains. It just tells Unity which terrain is connected at a certain edge to match the “level of detail”(LOD) on both terrains so you don’t see a visual edge.
I understand that part, what i'm asking is if you've got 9 terrains stitched together as such; A | B | C D | E | F G | H | I Via dynamic loading, the client only needs to see the ones that are local to the player. So if Player 1 is in terrain A, and Player 2 is in terrain I. What exactly has to be in memory on the server? A and I, or all 9? or can terrains be dynamically loaded on the server as needed to preserve memory?
– Vengent
Good question. I would to know the answer too.
– Kryptos