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Case 1: unity has built in networking code to handle this in full 3d if need be. Case 2: there are likely a ton of solutions to this already on the unity store for cheap or free. Personally if i was building diablo I would do something like this: When kicking off a new game my custom server would pick a random "seed" value. Any clients that join the game ...


The problem with this setup is that the clients can say that they weren't hit and therefore this is exploitable. Why not use an authoritative server setup where clients are dumb, and the server says when everyone is hit?

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