#How to do multi scene handling in server/client mode

1 messages · Page 1 of 1 (latest)

scarlet rune
#

I have a fairly large world (3x3 km) seperated into 6x6 mini scenes, and working in photon fusion's server/client mode
Issues :

1)if I load all 36 scenes for server it will be heavy for server

  1. if I only keep the scenes near the players loaded, player will never spawn to an area that is in other side of the world which is not loaded by default (assuming no other player is in that area)

  2. if I don't keep all scenes loaded, how to handle an arrow that travels across large distances

charred crystal
#

Your only solution there is to have larger scenes. If the players can interact with it then it needs to be loaded. Normally co op games require the players to remain close to each other.

If the is an large scale project then you'll need multiple servers to handle your zones.

scarlet rune
#

Thinking if I should just bring all the terrains in my main scene and have them enable disable on demand

#

It should be fine with single server on paper

charred crystal
#

Yea. For a battle Royale the terrain should be all in one scene. Clients can take care of culling locally. But the server will still need the entire thing loaded. It gets expensive to run these things.

scarlet rune
#

Thanks a bunch, will move all the terrains in main scene now

gaunt frost
#

Area of interest is the way to go

charred crystal
#

Unfortunately NGO does not have AOI built in. Best you can do is NetworkShow/Hide() based on distance

scarlet rune
scarlet rune