Hey guys,
so I’ve been working with Unity3D for over an year and what I know best is that the networking is the hardest thing to achieve so far. And I have some questions to those who can and who I am asking to help me … okay, lets say I have a multiplayer script that creates a server and loads a map and also have a client function that polls the host list and connects to the server chosen and also loads the map given by the server. But here is the problem. Every time the client connects it REloads the map, so if the server has changed the position or rotation of any objects after the client connect the map and all the objects included reset their properties. So my question is how to make the client connect to the map given by the server and also see the changes that have been made by the server/players/ already joined the server ? Thanks in advance to anyone who is going to answer me, also I’d be really thankful if you also give me a code example, because that whole networking is literally driving me crazy and also I still don’t get the networkViewIDs, so A little example of syncing the properties of a single object on client connect would be great. Thanks ![]()