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Synvar not syncing when Instantiating gameObject

I found a workaround using netIds. I think the problem was that when I tried to sync the gameobject, it wasn't spawned yet on the client, so it was null. ...
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1 vote

GGPO / peer to peer winstate

You're right. In a P2P connection, cheating is always a possibility. You mentioned a referee, but for P2P games, there's no authority to be a referee unless one of the players is considered the ...
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Syncing chest content in a host-client multiplayer setup

You usually want to assume that the client is "truthful" until proven otherwise by the host. What I would do in this case is this: When the client puts an item on the chest, I would put a ...
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Multiplayer game - Player position updates transmission pattern

You probably already do this but, in case you don't, one modification that I suggest for both cases is to place a threshold on the position changes so that you are not constantly streaming them (every ...
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