Receivers: All vs Others
Options
I making a multiplayer turn based phone game and Ive been using RaiseEvents because this allows asynchronous gameplay. So far, anytime an important event is done made from a client, I would just raise the entire event to every member.. This creates a slight lag for the client. I was wondering if its safe to only raise the event to others, and then do the same event for the client without raising it, just on the local device. Are there any negatives to this? I'm not sure if this would be unsafe because of the possibility of the client and the other players getting out of synch.
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Comments
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Hi @LaundryOnMyAbs,
PUN offers both options actually for RPCs (PhotonTargets.All vs. PhotonTargets.AllViaServer).
Which uses RaiseEvent internally and does exactly what you are describing.
You mentioned the advantages and drawbacks of each approach in your post so it is really up to you.0