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Currently, one of NetworkingHost or NetworkingClient has to be passed to root, which makes it impossible to do things like change host mid-game.
A generic NetworkingManager component that delegates to a host or client class internally might work, but also could result in a very complicated public API.
Unity has NetworkingServer and NetworkingClient singletons, but I think I'd prefer doing NetworkingManager.server or something?
The text was updated successfully, but these errors were encountered:
An important note for a refactor into a generic NetworkingManager component is that it could make it easier to add client authority over certain entities in the future.
Currently, one of
NetworkingHost
orNetworkingClient
has to be passed to root, which makes it impossible to do things like change host mid-game.A generic
NetworkingManager
component that delegates to a host or client class internally might work, but also could result in a very complicated public API.Unity has
NetworkingServer
andNetworkingClient
singletons, but I think I'd prefer doingNetworkingManager.server
or something?The text was updated successfully, but these errors were encountered: