Network sync complicated server-client relationship

Hey everyone

Here is my setup:
My clients connect to the server. The server must accept many clients, and does not simulate the world at all. It simply syncs the states across the clients.

When the clients connect they create a synced networkView on itself and the server through RPC calls. Each client does this. The client is the owner of the network view and is broadcasting its state to the server. The server needs to then broadcast this state to the other clients.

The real question is can a networkView (on the client) broadcast to multiple networkViews? Eg, broadcast to all the clients and the server at the same time?

The alternative that I can think of (and have started implementing) is having the server create seperate paired networkViews for all the clients to syncronize the state on the clients, and then the server links (with a script) the data between the paired network views.

Also of note is that the server inst running any world simulations. It is a seperate unity project and it is just exchanging raw data between the clients which do their own simulations.

Best regards… I hope it makes sense :confused:

I got it sorted. Unity is awesome :smiley: