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 identify a gameObject without a reference (because every client has another ref.)?
First thing I thought of is giving the gameObject a "public int ID" via script, but then I would have to iterate over _all_ gameobjects to find the chosen one.`
There must be a better way....
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