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Multiple network identities vs one network identity with manager

Discussion in 'Multiplayer' started by Truun, Jul 9, 2015.

  1. Truun

    Truun

    Joined:
    Jul 11, 2014
    Posts:
    3
    Hello everyone,

    In my game there are characters, weapons, triggers that characters can walk into to make something happen and destructables. I think it makes sense to give each character it's own network identity to keep them nicely decoupled.

    However, I'm not so sure about the triggers and destructables because they can be quite plenty. Another option would be to have a manager that has a network identity for things like all triggers and that manager assigns id's across the network and sends messages like "trigger one was triggered by character 1". With this method you have to write the logic assigning id's yourself of course and the triggers will be sort of coupled to the manager but I suppose it's more cpu and bandwidth friendly?

    Could anyone shed some light on this?