How many network objects per game session can be handled by Photon Fusion.
Please see the image above. I am trying to make a puzzle bubble multiplayer game. Each bubble is a network object with NetworkTransform script attached.
My question is that will Photon Fusion have any problem handling above number of objects? Aslo which topology is better? Client/Host VS Shared?
Game runs good in start on mobiles but after some seconds, game becomes very slow. Why?