Single Scene Architecture Randomly Generate Level
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Hi,
I was wondering how to sync levels (Gameobjects with a lot of children) between clients.
I have a single scene that i use to load the menu, rooms, and levels.
The levels are GameObjects that will be enabled and disabled depending on the chosen level.
It will also randomly generate a level by adding/removing children to that gameobject.
My questions are:
Would syncing a gameobject with a lot of children affect performance?
If i do it this way, would i need to attach PhotonViews to all of the children being synced? or just the parent (level)?
How else should i create multiplayer with a single scene architecture?
Thank you!
I was wondering how to sync levels (Gameobjects with a lot of children) between clients.
I have a single scene that i use to load the menu, rooms, and levels.
The levels are GameObjects that will be enabled and disabled depending on the chosen level.
It will also randomly generate a level by adding/removing children to that gameobject.
My questions are:
Would syncing a gameobject with a lot of children affect performance?
If i do it this way, would i need to attach PhotonViews to all of the children being synced? or just the parent (level)?
How else should i create multiplayer with a single scene architecture?
Thank you!
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Comments
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This depends a lot on Unity, actually. We didn't test this setup for performance.
PUN will simply use MonoMessage() to call the callbacks (see PunBehaviour).
In the end: Lots of objects always affect performance at some point. Please make a test case and try.0