How to selectively sync transforms?

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I want to selectively sync transforms across different groups of players. For example, I don't want player A to receive player B's positon when player B is not in line of sight.

Should I be looking at these
PhotonNetwork.SetReceivingEnabled
and
PhotonNetwork.SetSendingEnabled
?

In my game, players can get into and out of LOS in quick successions. Is setting the interest group rapidly a viable approach?

Thanks!

Comments

  • Tobias
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    Yes, the Groups are your best bet to optimize who gets updates. However, I'm not sure if the Groups are helping a lot when they are changing rapidly (as you say).
    They can be changed at will but if that saves traffic or not, is up to the game.
    In best case, you add a flag to your code, so you can optionally use the system or not. Then you can compare.