#Syncing Particle System in Mirror

7 messages · Page 1 of 1 (latest)

stark yarrow
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I have a good amount of variation with particles in my game, and wondering how I would sync them with my clients when in game...

  1. Particle systems that aren't attached to players, like an ongoing sprinkler effect that loops and goes on forever, how to sync that with clients so its the same for everyone?
  2. Particles that are labeled as "Particle System" in my scripts, and I use particlesystem.Play() to play them, how to sync that with clients?

Thank you.

wispy oracle
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#🤝help-archive message

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Dont send particle over network, send a number of which cmd/rpc event to call, like the example above.

stark yarrow
wispy oracle
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You can use network time too (which is a variable thats the same on server/clients)