lennaert
The floors just required a smart approach to them, lots of knowing when 'not' to invoke something combined with a couple else's in the right order. (image below of floor leveling collisions core)
hanks for the screenshot.
As to the multiplayer, I spent weeks on end working out the mechanics and best approaches ... and in the end I managed quite well.
-Knowing what to execute by who (host/peer/both) really makes a difference.
-As few datasynchs as possible with a smart approach to movement.
o you still keep the host authoritative of all connected peers?
I named my layers to: level0, level1, level2
Referencing them like move to layer: "level"&playertanks.activelevel
hat's what I have so far, except "floor0, floor1, etc." :D