#Large networked arrays with infrequently changing elements

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prime drum
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I'm curious, how does Netcode for GameObjects handle large networked arrays, specifically ones where the elements don't frequently change.

In Photon Fusion, it is designed from the ground up that e.g. I might have a NetworkArray with 1000 elements, which will only generate minimal network traffic for changing elements.

From my brief research, NGO has no such built-in feature, so what is the general approach to dealing with large networked data sets?

Back in the days of PUN, I would just RPC everything and manually manage state. Or even go down closer to the wire with RaiseEvent to generate minimal traffic.

But this kind of approach is riskier than simply being able to rely on expressing big dumb networked properties and arrays, and knowing that the system under the hood will take care of all the sync details, including only generating traffic for change deltas.

ripe sorrel
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In networked collections, like lists or dictionaries, only the changes get sent. New clients will get the full thing sent so that could be an issue.

prime drum