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Not sure if this has been figured out or but here goes. I dropped the [SyncVar] portion except for health and shields on players and used the following code to get by break lights to sync across network. void LateUpdate () { if (isLocalPlayer) { if (Input.GetButton ("Fire1")) { breakLightsOnOff = true; } else { ...


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Your game seems to be too "real-time" to think in terms of time steps. I'd only think in terms of "turns" if the game can be considered "turn-based". Otherwise, just abandon the idea of turns or steps. Everything becomes easier then :) Note that you predict locally for your player, and interpolate only for other entities (as explained in the 3rd article in ...


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In a classic MVC world, the networking is split into a controller and a view component. Network input is a controller, because it processes commands which then result in changes to the model. The network output is a view, because it translates the model changes which are happening in your game into a network protocol. This is not much different from ...


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Welcome to the wonderful/horrible world of VRPN. While I have not integrated it with unity, I have integrated it with another game engine. VRPN is a network transparent protocol for transferring data from one device to another. The devices can be local, remote, etc. VRPN treats every input device as a server, and the VR environment (Eg unity) needs to ...



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