#Scene Network Object Custom Id

14 messages · Page 1 of 1 (latest)

gusty swift
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My application has a MapEditor (Offline) feature.
The data of the objects is stored in JSON, this scene data will be synced via the network. During gameplay, for static objects that do not need to be synced, each client will generate it locally from its JSON data...
Now the problem is with objects like doors that need to be synced,
in the networking solution that I previously used we can make the client set its NetworkObject Id from the data in JSON, so each client will set the network object Id with the same data, then after that initialize each object manually,
What is the best way to handle this in fishnet?

mighty wave
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Hi there, you should be able to set the scene ID using the NetworkObject.SetSceneId method

gusty swift
mighty wave
gusty swift
mighty wave
gusty swift
gusty swift
mighty wave
gusty swift
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I saw your conversation about this earlier, is this related?

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i am not sure, whether it is a scene NetworkObject or not

mighty wave
gusty swift
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hmm so i need to create it as a prefab and mark it as Spawnable? so its not a scene NetworkObject anymore

gusty swift
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ahh, after looking deeper I think RebuildObservers can be used for this