I am currently working with a sudo-authoritarian server-client model (server is not a player, but oversees each client). we are dynamically creating our player/non-player objects through Network.Instanciate() calls (this part is working mostly) the non-player objects are spawned/controlled on the server, and the player objects are able to be controlled by their respective clients. in order of severity the issues are as follows:
- when the enemies logic is performed on the server it is correct, but on the client side things like movement, and rotation are reversed (will move, and rotate in the opposite direction as the server). why would this be happening transform data is by default synced (presuming that the right option is chosen which it is)
- then when I spawn multiple enemies in a formation on the server they will maintain this formation, but on the client side all of them will jump to one of the spawn locations the very next frame, and then also abide by the statement in bullet1.