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Channel: Questions in topic: "lockstep"
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Deterministic Instantiation

Using Photon Unity Networking, how can I instantiate a networked object over all clients at a predesignated frame? PhotonNetwork.Instantiate executes immediately after the data is received, removing...

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Deterministic Pathfinding

Hello, I currently am working on a multiplayer RTS (using lockstep), and now am stuck with local avoidance in pathfinding. How is it managed to calculate the paths of dozens of units without bumping...

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Find a GameObject without a reference

Hello everyone, I am building a RTS-Lockstep implementation right now and have a question: I successfully instantiate gameObjects on all clients, but now I want to destroy one of them. How do I...

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Sever Lock-Step

I generally understand the lock-step system but I have one ambiguity. When one client sends commands to another client, when does it plan to execute the command? In a fixed time, expecting the other...

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Deterministic Instantiation

Using Photon Unity Networking, how can I instantiate a networked object over all clients at a predesignated frame? PhotonNetwork.Instantiate executes immediately after the data is received, removing...

View Article


Deterministic Pathfinding

Hello, I currently am working on a multiplayer RTS (using lockstep), and now am stuck with local avoidance in pathfinding. How is it managed to calculate the paths of dozens of units without bumping...

View Article

Find a GameObject without a reference

Hello everyone, I am building a RTS-Lockstep implementation right now and have a question: I successfully instantiate gameObjects on all clients, but now I want to destroy one of them. How do I...

View Article

Sever Lock-Step

I generally understand the lock-step system but I have one ambiguity. When one client sends commands to another client, when does it plan to execute the command? In a fixed time, expecting the other...

View Article

Browsing index pages (8 articles)


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