Hi
Why is an unsynced object created on the peer side, on the host side?
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My game is a memory card game where the players take turns clicking on the cards and no subject is created for the players. So I don't know what effect these codes have.
The host part is executed, but the peer part is not
I have a synced subject that spawns at the end of the game. It works fine on the host side, but it doesn't create on the peer side. Will every synced subject that is created in the host be created in peer?
I used this method and the problem was solved. But the reaction speed is lower. In the game where the speed of action is necessary, it may cause the peer to lag behind. Isn't there a faster way? Thanks
I did the first part (host) using the instance variable (because the subject is synced) why can't the peer do this? Does the peer have permission to change anything or just send the input?
I want that whenever the peer clicks on an instance, its UID or at least the coordinates of the click is passed to the host. I used several methods but nothing happened. The peer cannot even change the instance variable.
Should the "peer state update" action be placed in the "mouse click event on the oubject" to send the click coordinates?
I mean, when the follower clicks on a subject, can it send its UID or should it just send the mouse coordinates?
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Can the peer sync the UID of the instance?