Networking Objects
When adding the network scripts onto our items and itemboxes a couple of issues arose with trying to get the client to see changes with what the server can see. When the host or client picks up an item box on the host screen the item is on the back of the respected car. On the client’s screen any item picked will be spawned in the center of the world but is attached set to that respected car. Trying to make it appear on the back of the respected car on the client side as been an issue.
I am probably not Rpcing data correctly between the server and observers so I need to double check the data that is getting sent to the observers and that might fix my issue. Maybe as well I have not fully networked the weapons yet so maybe my issue could be coming from that. Still slowly making everything networked to be integrated later in the whole game.
-Anario Sanchez
Get BlazeRunners: Bullet Ballet
BlazeRunners: Bullet Ballet
Status | Prototype |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
More posts
- Progressing with Steam Integration and Lobby Functionality13 days ago
- Network Ownership and Server Timer13 days ago
- Tutorial UI Setup and Timer Bugs13 days ago
- Networking the AI13 days ago
- Fixing Wheelies14 days ago
- Enhancing Game Tutorial Logic and UI Layout19 days ago
- Lobby Functionality for Multiplayer19 days ago
- Aim Assisted Predictive Aiming19 days ago
- Reworking Leaderboard System20 days ago
Leave a comment
Log in with itch.io to leave a comment.