I am setting up multiplayer for a 2d game using Unet. My game is heavily based on player collisions, so velocities and rigidbody positions need to be accurate. I wrote my own authoritative server scripts (Unet network transform didn’t work well, and although I got close with photon, I gave up on messing with the interpolate/extrapolate numbers after a while).
I haven’t decided the max number of players, i’m hoping I can handle at least 6 on a single server, but that will be reliant on the answer to this.
I need to send as much data about player velocities from server to clients as possible. It’s a very simple game, so I’d essentially need to send just one piece of information as often as possible.
- Is sending a command with a vector3 from each client every frame to server a viable solution? (50 commands a second).
if so:
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Is sending a clientRpc to each client from the server a viable solution if I use a dedicated headless server?
2a) What if I allow a player to host the game? Will that be too much traffic for an average persons internet connection to handle? -
Am I even asking the right questions?