Perhaps this question may have been better in a forum, not sure which section would be best for it. But I’ll just ask away here.
I have close to nil knowledge on the inner works of multiplayer setups for Unity 3D. My game is originally aimed for Multiplayer but If I must I can start with single-player till I find out how to do Multiplayer.
My game is a First person shooter type of game so It’d have multiplayer features like Halo, etc. However I can generally guess what kind of data would be sent and received regarding User’s movements and actions. But I’m not too sure about this one.
So lets say my game has roughly a thousand cubes. Each of the cubes are identical except for size and it’s position. Currently I’m using a Mesh Combiner script to make it optimized so instead of thousand of draw calls I’d have much less. These cubes are Semi-Dynamic objects meaning that they will be static with rigidbody disabled until a player shoots them, re-enabling their rigidbody component . At this time this would mean the group of cubes that were affected would be moving, which means those cubes would have to be removed from the combined mesh. So I’m curious about what kind of lag I would be dealing with if each time that happens it would have to send the mesh shape over to each player? What kind of data would be sent over? Would it be a large amount of data? Or would it work in such a way as instead of essentially loading a new asset/mesh each time, each of the players would have the untouched mesh combined thousands of cubes, and then whatever function that tells it to remove the cubes from the mesh would happen on each of the players game.
I hope I’ve made my question clear, apologize of this is common knowledge, or knowledge that is easily found online.
Thanks for any replies or insight