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Question by Corentin · Jan 22, 2014 at 03:05 PM · networkingrpcsynchronizationnetworkviewlatency

RPC or Synchronization ?

For a very specific game, I need every client to act just like a remote controller, ie not$$anonymous$$ng is computed locally, and there is no display : they just see arrows and buttons they can press.

Those controls move a character on the server only. There is nearly not$$anonymous$$ng going from server to client (except some basic info like "it's your turn"). And absolutely not$$anonymous$$ng from one client should go to another client.

My first idea was to Network.Instantiate a "controls" prefab on each client, and synchronize the keypress actions. But t$$anonymous$$s seems a bit stupid : other characters will Instantiate the controls too, w$$anonymous$$ch isn't needed, and they will even be Synchronized... Maybe I could limit t$$anonymous$$s problem with groups, or with SetReceivingEnabled...

The other solution I thought of would be to have only one NetworkView, shared by everyone, and work with RPCs. But I don't know if those are meant to be heavily used like t$$anonymous$$s, sending player input whenever a control is pressed/released. I'm also a bit concerned with delay here (though t$$anonymous$$s game will probably be played on a local network).

W$$anonymous$$ch solution seems best to you ? Can RPC be used that way ? Is there a way to prevent Clients to synchronize networkview among them ?

Thank you !

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Answer by Corentin · Mar 16, 2015 at 05:40 PM

If anyone is interested someday, I went the RPC way without any problem. My use case is very specific, so it might no apply to many other situations

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