#Unity Netcode CustomNamedMessages

1 messages · Page 1 of 1 (latest)

vivid vortex
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Does unity Netcode CustomNamesMessages only send data to those who registered to it? Like the server going to send data to all clients, but it will check if that client is registered internally or not? Or will send anyways and the client who is not registered to it will drop it?

I want to know if I can save bandwidth by not registering in clients who don't need it.

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Unity Netcode CustomNamedMessages

glossy phoenix
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SendNamedMessage() can take a list of clients to send to. SendNamedMessageToAll() will broadcast out to all clients.

Clients registering won't matter in either case

vivid vortex
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It would have cool if they do it internally with Register and Unregister.

It is extra work to send id of client so server will not group it with other clients

glossy phoenix
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How would you send to the server which clients are registered?

But you can definitely make a GitHub issue for this. It could an easy implementation.

vivid vortex