Hello Guys! =)
I’m building a multiplayer game! My game will have two scenes and the player will choose only one of this two scenes! So far! So good! But, the players from one group can not see the players of the other group!
I was reading about Networkview.group! But it’s not working!
I read about use different networkview in both scenes, but I don’t know how to use like that!
Hi Everyone! =)
Well, if you guys could send me what to read and learn would be great!
I was thinking to use the Instantiate method with the a RPC function! Separeting the spawn by groups! Is it possible?
I found this below in the Unity Documentation! Do anyone have an example?
Hello Arterie! I will take a look in that link! =)
Now I’ll try to explain in a better way what I want to do in my game!
Is a RPG Game, and I’m thinking in how to code the different scenes in a RPG Game with some kind of privacy in each scene. For example, if you are in the scene number 1 and I am in the scene number 2, I wont be able to see you, neither you will be able to see me! But, every other player who is in the scene number 1 will be able to see you, and you they! And I, wont be able to see anyone, because was just me in the scene number 2!
My doubt is about how is the best way to do that! Did I achieve a better explanation?
Sorry for my english =( hehe
I think this depends on the relation between those scenes.
If the transition doesnt need to be seamless networkgroups are fine though personally i guess, id make a dedicated
server and start a second instance for the other scene.
If you want seamless transition (kind of area of interest) you should use NetworkView.SetScope
Hello Arterie! With your help and a bit of reading in the links you passed me, I learned much more about Networkview and it’s group and now I achieve what I want to do! =)