Is it possible to only sync entities around characters?
Yongyi
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There are tons of entities in my scene, so it is better to only sync the entities nearby a character.
Does bolt support this scenario?
I tried BoltEntity.SetScope, but when I reactive an entity, I get an exception:
BoltEntity.Idle has its owner issue: it always leaves a ghost of the entity on the client.
It seems SetScope and Idle is not designed for such usage. Is there any suggestion how to implement this feature?
Does bolt support this scenario?
I tried BoltEntity.SetScope, but when I reactive an entity, I get an exception:
MissingReferenceException: The object of type 'BoltEntity' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
BoltCore.FindSceneObject (UniqueId uniqueId)
EntityChannel.ReadUpdate (Bolt.Packet packet)
EntityChannel.Read (Bolt.Packet packet)
BoltConnection.PacketReceived (UdpKit.UdpPacket udpPacket)
UnityEngine.Debug:LogException(Exception)
BoltLog:Exception(Exception)
BoltConnection:PacketReceived(UdpPacket)
BoltCore:Udp_PacketReceived(UdpEvent)
BoltCore:PollNetwork()
BoltCore:Poll()
BoltPoll:FixedUpdate()
BoltEntity.Idle has its owner issue: it always leaves a ghost of the entity on the client.
It seems SetScope and Idle is not designed for such usage. Is there any suggestion how to implement this feature?
0
Comments
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Are you using scene entities? https://docs.google.com/document/d/1yjPE69MdT3BhY-HjARFdqkIpqXujORLsKiX6B8GWoLI/edit#heading=h.ikawdsvjo5t50
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Yes, I use scene entities, so scene entities are not compatible with scoping.
Then is there any solution to only sync the entities nearby the character?0 -
I would just not use scene entities and use the scoping examples.0