NetworkCullingHandler for scene gameobjects

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Hello, I think the main purpose of the CullingArea is to use NetworkCullingHandler in the player, but what about the common gameobjects with AI that runs in the master and should be sync with the rest of clients? , can we do a modification of the NetworkCullingHandler script to check if there is any player near so it will sync position,rotation,animation (through Photon Tranform and Animation Views components) and other things only when there are players around a cluster of the culling area?

Thanks!

Comments

  • I see that the use you make for this network culling handler is just for player purposes....and it also break the player properties ...