Hello everyone, I was watching this video on how to make a flexible event system using scriptable objects () and it got me thinking. How would this kind of event system work in a multiplayer game? I really want to use an event-based design pattern to minimize dependencies in my game, but I also don't want to have a situation where players raise each other's events. For example, if there would be an event for when the player jumps off the ground and another player is subscribed to the same event, it would quickly turn into a mess. Would that mean we'd have to define events specifically for each player? What if the game had 100+ players? I'm just trying to wrap my head around this. Scriptable objects aside, how would an event-based design pattern even work in multiplayer? I'm still somewhat of a beginner and I haven't looked into Unity's new NetCode system, but I am planning on learning Steam's multiplayer system in the future. Can you guys give me some advice or resources on how to implement such an event system in a multiplayer game?