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 ArticleDeterministic 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 ArticleFind 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 ArticleSever 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 ArticleDeterministic 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 ArticleDeterministic 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 ArticleFind 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 ArticleSever 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