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Unity Multiplayer Simple way to exchange Messages

Discussion in 'Connected Games' started by Straesso, Dec 1, 2018.

  1. Straesso

    Straesso

    Joined:
    Jan 28, 2017
    Posts:
    2
    Hi Everybody,

    i'm just trying to develop a Tetris-Multiplayer Clone for two player - similar to the Tetris version of 1990 on the original Nintendo Gameboy. My big problem is: i don't want to have a real syncronisation of GameObjects on all Clients. I just want to send an Information from one client to another. When the simple Information (an Integer Value) is received bei the Client of the opponent, a GameObejct should be instantiated there, but ONLY on the Playground of the opponent.

    When i use the NetworkManager, i also have to use a PlayerPrefab. All changes done from the attached Script will be synchronized and shown on both playgrounds. When a script, attached to the playerPrefab, is instantiating a GameObject, it is shown on both playgrounds - that is not, what i want. A player should be able to send a Message to the Opponent and than a GameObject should be instantiated ONLY on the Playground of the Opponent. It also only should be visible for him. This ist not a synchronisation. It is a transfer of a simple information from one client to another and the receiving client should do something with this information. But only on the playground of the receiving client.

    I tried to find a solution for this (easy?) Problem for three days and was not successful. Any Hints or ideas?

    Thank you in advance,
    Olaf
     
  2. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    3,960
    The Player prefab doesn't need to have any models on it. You can just use it as a tool for sending Commands to the server, or just do all of your networking using Unet Messages and don't really use the Player GameObject for much at all.