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Guides / tutorials for this type of multiplayer?

Discussion in 'Multiplayer' started by Gibbonuk, Feb 5, 2014.

  1. Gibbonuk

    Gibbonuk

    Joined:
    Dec 10, 2013
    Posts:
    175
    Hi, im wanting to have a go at implimenting multiplayer into my project and from reading all the tutorials it appears that they do it more or less one way, and probably for a good reason (it works!).

    But for how my project is setup I dont think it will be the best way and probably not needed.

    My project is a flight sim and the flight model is very physics based with also a wind system integrated and ive been advised that the better way would be to:

    Instead of spawning lots of the same physics heavy gameobjects, to just have one locally (you) and then the rest just "non-physics based game objects" that retreive positions and rotations from all the others?

    The only data I would need to receive is locations and rotations, nothing else (as in rockets or anything)

    So I was just wondering if there are any guides or tutorials floating about for me to work though?
    Or even a name for this type of multipler for me to google it.

    Thanks
    Andy
     
  2. scippo97

    scippo97

    Joined:
    Jul 22, 2012
    Posts:
    67
    you can simply use an RPC Call to the server, then the server can send an RPC Call to every client with the parameters required.
     
  3. Gibbonuk

    Gibbonuk

    Joined:
    Dec 10, 2013
    Posts:
    175
    HI, im just bringing this back up because im currently struggerling to get somthing going.

    If i understand correctly, For me to send transform data from my local physics controlled object over the network which simply sets the transform of a mesh object, the 2 game objects are different?

    It seems from my test, If i send data using RPC, i can only receive that data via the RPC if its on the script attatched to the same game object it was sent from?

    What am i doing wrong, or not understanding?

    Thanks