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I have a small question about the multiplayer feature in Unity - If on the side of one client I make a GameObject inactive (change the .active property to false) will this affect the other players too? How can I prevent this situation?
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You could always use an RPC to sync the Active state of a game object over the network... in fact, you can do just about everything over the network with Unity. If you can script it, you can network it. :) http://unity3d.com/support/documentation/Components/net-RPCDetails.html (Note: This solution could be used not only to prevent active/inactive de-synchronization, it could also be used to globally activate/deactivate an object.)
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No. You can't. You should really put more effort into your questions my friend. And you should put more thought into your answers. The question he asked was as straightforward as it needed to be. If someone asks a generic question, give a generic answer, don't simply say "That isn't possible."
Mar 24 '10 at 07:59 AM
qJake
Wow, you should really consider the question before writing something like that. This was a perfectly valid question, and an answer like this is just terrible.
Apr 08 '10 at 06:11 PM
KHopcraft
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