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As a game dev, I want to enable and disable networked objects so that I can control when user can see them.
Explanation
Currently Mirage takes over enable/disable. All scene objects get disabled when the game starts and are enabled when the user connects.
The user therefore cannot control when objects are enabled/disabled as it interferes with the scene object mechanism.
This also makes for a very complicated way to control objects.
this feature is left over from UNET, hard to know the reason for the initial feature
Acceptance criteria
When a spawned object is disabled in the server, Mirage disables it in the client
When a spawned object is enabled in the server, Mirage enables it in the client
When the user starts the game, the scene objects should not be visible until he connects to the server
The text was updated successfully, but these errors were encountered:
I did a test solution comparing the current vs not doing the disable/enable with NetworkScenePostProcess and ServerObjectManager.
I used the ChangeScene example. In Room1 and Room2 I added 1000 SceneObjects. I ran the server in server only mode. I put a Stopwatch at the start and end of SpawnObjects().
Current: 24-26ms scene changes
Dont Disable: 17-19ms scene changes
As a game dev, I want to enable and disable networked objects so that I can control when user can see them.
Explanation
Currently Mirage takes over enable/disable. All scene objects get disabled when the game starts and are enabled when the user connects.
The user therefore cannot control when objects are enabled/disabled as it interferes with the scene object mechanism.
This also makes for a very complicated way to control objects.
discussions about NetworkScenePostProcssing: #608
Acceptance criteria
When a spawned object is disabled in the server, Mirage disables it in the client
When a spawned object is enabled in the server, Mirage enables it in the client
When the user starts the game, the scene objects should not be visible until he connects to the server
The text was updated successfully, but these errors were encountered: