For example: A "DroppedItems" ghostType can be told to only replicate on every tenth snapshot, by setting MinSendImportance to 10, and dropped item Importance to 1. GhostSendSystemData.FirstSendImportanceMultiplier can be used to bump the priority of chunks containing new entities, to ensure ...
Instead of an action starting instantly, the client waits for the server's confirmation before performing the action (and plays some animation/sound to hide the lag). For example, if a player is the ghost A in the example above and the ball to pickup is the ghost C, then predicting the...
The equivalent solution for ECS/DOTS developers, Netcode for Entities is still under development. In addition to the new Netcode and Unity Transport release, Unity have released a number of new networking examples as well as a Battle Royale style example showcasing using 200+ player networking u...
LIke player position, player's current animation, player's current input queue. All that - for each player. Everything else can either be cheesed on round load or deduced from already available data. Simply because players don't interact with anything but each other. ...
For example: A "DroppedItems" ghostType can be told to only replicate on every tenth snapshot, by setting MinSendImportance to 10, and dropped item Importance to 1. GhostSendSystemData.FirstSendImportanceMultiplier can be used to bump the priority of chunks containing new entities, to ensure ...