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Topic: unity3d unet

Very long ago technologies did not cause in me such indignation. But new  the grid it could. On helloworld' all looks lovely enough, but hardly problems far away begin. For more difficult projects there is a necessity to make a heap of superfluous actions. It is necessary to send permanently additional  on a network to bypass curve corners. It is connected to original representation of authors about safety. For example, to create object with the arbitrary associated objects, it is necessary all of them  on the client and the server. And , as there, and there  the identical. Arbitrary  components generally are not synchronized on a network. Or interaction with objects on a scene. I cannot tell doors on the server "open". I should tell to the player on the server that he told doors on the server. Here  so to do?

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Re: unity3d unet

Hello, neFormal, you wrote: F> Very long ago technologies did not cause in me such indignation. But new  the grid it could. By the way about a grid in , for a long time I did not look, how there affairs. Such  how client-side prediction/dead reckoning/lag compensation there is ?

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Re: unity3d unet

Hello, LuciferSaratov, you wrote: LS> such  how client-side prediction/dead reckoning/lag compensation there is ? How much I know, it while only in plans.