Hello,
Disclaimer: I’m using C#. With that out of the way,
I have a few TileMapLayers that are the representation of the game world (map, characters, etc.).
The way I have implemented things is that if I click on a Cell on screen the program will check if the cell has anything in it and process it accordingly.
The aforementioned check is done via the Dictionary.ContainsKey method (every Layer has a dedicated Dictionary for this purpose and the keys are the Vector2I of the Cells).
Here’s my problem - I can’t find a way to synchronize any of the methods I use across multiplayer. Running multiple instances simply results in having multiple independent games. (I have managed to follow several tutorials and am certain that I managed to get the simulated network to work correc…
Hello,
Disclaimer: I’m using C#. With that out of the way,
I have a few TileMapLayers that are the representation of the game world (map, characters, etc.).
The way I have implemented things is that if I click on a Cell on screen the program will check if the cell has anything in it and process it accordingly.
The aforementioned check is done via the Dictionary.ContainsKey method (every Layer has a dedicated Dictionary for this purpose and the keys are the Vector2I of the Cells).
Here’s my problem - I can’t find a way to synchronize any of the methods I use across multiplayer. Running multiple instances simply results in having multiple independent games. (I have managed to follow several tutorials and am certain that I managed to get the simulated network to work correctly.)
I would imagine that I need to implement MultiplayerSynchronizer... somehow. But I have thus far been unable to find the property that should get synched. I guess I need to use RPCs, but I have no idea about the syntax behind them.
Any advice would be most appreciated.