Hello,
In my game I was going to create an Action System to sync game state between client and server
Usually I would create an abstract class or an interface and inherit from them
but since INetworkSerializable doesn't support that I couldn't
I thought about creating a big struct that includes members for all my actions
and have an enum with the action type
and depending on the action type serialize only the needed values
I think that would work but it feels more like a workaround than a proper solution
What should I do? Is there a better way to do this?