#Projectiles

1 messages · Page 1 of 1 (latest)

celest nest
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That depends on if you are client authoritative or server authoritative. It will also depend on the type of projectile. Hitscan weapons just need to send a timestamp when they shoot and maybe a ray cast. Something slower moving like rockets will need to spawn an actual gameobject and sync with a network transform

odd valve
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I want a projectile flying with a visible trace. So It's may like Rocket. What I did is sending bool "IsShooting" . And server simulate projectile and return the location of projectiles to client. Am I doing correct? Is it right and common way to do this?

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This topic is projectiles. I'm not sure it's appropriate to ask here about the simulate the game map? If my map has some obstacles, Does the server need to get the map info as well. The Unity has physics system and gameobject to build the world. How does the server know it? Mine is server-client and it's server authoritative.

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If I want the enemies AI go find the path and attack the player. then the NavMesh Agent doesnt work here. I have to make a new finding path system in server?

celest nest
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You would spawn your rocket or whatever as a network object with a network transform so it will sync it's position with the clients.

Same for the map obstacles. If they are being added to the map after it loads them it will need to be spawned as well. The navmesh can be generated at runtime with nav mesh components. Navmesh agents will be run from the server and their positions synced with a network transform

odd valve
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My server side is not make in Unity. It's a C++ server. So I have some problem on simulate the world. Should I have to make a physic system on server? I suppose I cant use Nav Mesh agent in server there? I have to make my own finding path?

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For game map, I think I need to generate some data file about map to both client and server to read?