Hi all,
I have a strange behavior of my multiplayer application. I have created separate server which I start first (it does not do much just pass the information from one to all clients) and then in client code I call Network.Instantiate to create instances of remote players. Everyone has a network view with statesync activated as reliable.
So the thing is if I run server after built (as a standalone appl) it does not update the position of clients moving in the scene (which should be done automatically by statesync). But if I run server from unity itself and clients outside unity then all info is updated. Can you explain why does this happen? Thanks