I have a few questions that might have been answered before, but, I did do some search on the forum and be honest I'm very confused about this subject and I would rather have someone answer me and try to help me on these specific issues.
So, I'm creating my FPS game. I have started with the mechanics of movement and animations for the player character. Since I implemented my own character movement it is not exactly very light. I mean on performance. Eventhough, the character movement is very nice, very smooth and I like the solution for movement very much, but despite this, it would be a serious problem to have several of these running at the same time on the server, as would be the case for an Authoritative server model, where users just send their input etc.
So the idea is to do the movement by each client and have these positions sent to the server wich would then sync the other cients.
Now, I don't know if this is possible, if this is a good idea and how to implement it yet (since I just started with Unity networking). I can only hope people have already done so, proving it is possible, after all, I intend to keep my character movement script.
So I would really appreciate some advice from you guys, please give me feedback, if this is possible, some ways of doing it etc. And if it's a really bad idea to have non-authoritative multiplayer for an FPS game.
Thaks very much in advance.
asked Mar 28 '11 at 06:23 AM