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This is actually a pretty good idea. Luckily I only have two mob prefabs so far, because I'm just prototyping right now, but had I not read your...
This is what I would like to do as well, however some enemies have special behavior, i.e. don't necessarily all share the same MonoBehaviour...
Hey all, so I'm currently working on a Hack & Slash RPG type of game, and am going to start to work on the enemies soon. Enemies are present in...
This issue is simply impossible for me to debug. If I have the chunks set to 8 * 8 * 8, everything works perfectly, but if I set them to 16 * 16 *...
Great to hear at least someone is having success! Unfortunately, I'm still stuck with the client disconnection problem. :( UPDATE: I have found...
Okay, I now have it set up so that the player requests a chunk from the server and then gets a response. The player can only request one chunk at...
I have now set my chunks to 16 * 16 * 16 sized objects and implemented the method seanr posted. Thanks for that! However, when I pre-generate a...
@MightySheep: Looks nice, but as far as I understand [ClientRpc] executes on every machine the object is active on. That wouldn't be a suitable...
Right, I now transmit block IDs instead of strings (WorldPos is still the same as of right now). However, instead of an empty SyncList, I now get...
Right, I didn't even consider the size of a string! I'll try it out with unsigned short IDs then, maybe that'll work out. Also, I am only sending...
Yeah, I've used one dimensional arrays as cmd/rpcs for another project as well, but unfortunately I can't do that in this scenario. What I've...
I'm looking for a way to reliably transmit a 3-dimensional array of the size Block[16,256,16] where Block is a base class and other classes...
Hey, what happened? Are you still working on those tutorials?
I'm planning on running a headless server on Linux, but reading the above, I might not want to do that. Has anyone tried running a headless...