Hi guys, ![]()
I made a game and now i want to make a multiplayer part. I have a question about networking, i’m gonna try to explain it clearly :
Situation :
My game gots “Profiles”. “Profile” is a class of my game, a custom type which store many simple variables AND a list of “CustomObject”. BOTH Profile and CustomObject are Serializable.
Offline, i just serialize Profile into a binary file for save profile, and load it when game start.
My online game will be a host/client system. The player which create the game is the server, others players will connect to him (no external server).
Problem :
Online, i want to, when a player is connecting the game, each player connected exchange their Profile object. But it’s a custom style and RPC seems to send only few defines types.
I just start learn Unity Networking, and it seems there’s three solution :
- I find something about “uLink” which can send custom type with RPC. But i don’t know if the list of “CustomObject” type will be okay (a custom type into a custom type ? can uLink handle that ?) … ?
- With uLink again or simple RPC send, i can just send every variable of my Profile object and every variable of every CustomObject (but a player can have 50 000 CustomObject if it’s a nolife player…), but it’s a bit fastidious, no ?
- My two object are serializable. So i can put it into a stream. Is there a solution to send a stream ?
My question :
What is the best solution ? Is a 4th solution exists ? What i have to look into for accomplish what i want ?
Thanks a lot and sorry for my bad english ! ![]()