#multiple scenes
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The server and the client would both need the scene loaded. The server needs the scene loaded in order to keep the network variables and RPCs synced. But there is also the Network Visibility that you can work with as well.
What Is NetworkObject Visibility?
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.