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i try additive scenes. it seems client auto load all the subscenes. it maybe works well(maybe make client too lags). but in example ,a...
i dont understand what mirror send between client and server. for example, a entity have a target entity ,so ,the mirror send a whole entity...
is there have any way to keep information just on client?like material attribute,
how can i add this? or dungeons instance runs in another progress or the same progress as main scenes?just like,i run a long exist dungeons...
each client can load difference scene?for example, client a show a scene,client b show b scene。
well, i found the interest management.but i am confused.i have a visionLv and HideLv in Entity.and when visionLv>HideLv,the entity can be see....
because i am in china.it is not easy to get documentation in github.
ok
it is the entity always spawn in all client? even if it is not to update?
Is all entity update in all clients?
where is the serve main proceed?
i wanna to implemente a area damage skill,how i make skill prfab in mouse position? by the way,NetworkServer.Spawn() can use anywhere?(client?) or...
how to make scenes more than one? it not have any detail in the docment。it is in NetworkManagerMMO.cs?
thanks
where is player spawn code? seems all players share same spawn point