I’m currently using the old networking and am gearing up to upgrade to uNet. However I had some questions before I proceed. Right now I have a master server that I compiled in visual studio, a unity project for authoritative server(s), and a unity project for clients.
Most network view prefabs differ from server and client. Such as removing meshes, scripts ect ect… I did this to lighten the load on the server (which seems to work very well). In order to do this I had to manually edit the guid inside the .meta prefab to match server/client. Is this currently possible with uNet?
I don’t know but I read that uNet has terrible latency problems because of the relay server, causing latencies of 500 ms connected to a server hosted on your own PC
Thus rendering it completely unusable for realtime gameplay