#multiple scenes

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worn hollow
worn hollow
#

Yes, RPCs exist on network objects and those objects have to exist on the client and the server. Network Visibility can hide objects for certain clients but it must always exist on the server.
How you use them depends on how you value player cheating vs responsiveness. You can use [RPC(SendTo.Server)] but there will be a delay. If you make it client authoritative with [RPC(Send to.Everyone)] there won't be delay but clients could potentially duplicate items.