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Question by Pempti · Jun 13, 2014 at 05:53 AM · networkingmaterialrpcbandwidthsending

Networking RPC Sending Material Bandwidth

This is a rather specific question that I haven't found any answers to on the forums. Right now I'm making a multiplayer card game that involves two clients connecting to a third-party server (the authoritative approach). I won't get into the details of why, but I need the server to send the current board position to the other client when one client makes a move - this happens quite frequently but not enough to require using state synchronisation.

The board position is represented by a 2D array of Cards. A Card is a class I've created which simply holds values such as health, attack, name, image. Now here's the question. The image in Card is stored as a texture attached to a Material. If I were to send the board position as a parameter in a RPC to the client, would that send a copy by value of every Card on the board, including the texture? The sum of all the textures on a board could exceed 500KB and the RPC calls are frequent enough that I want to avoid this.

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