Sending custom data to other clients.
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I have 4 players in my turn based game. After implementing game start event, now I need to send some data from 'master' client to everyone. I also created a GameObject for that data, did some experiments with Photon.RPC, but got stuck because of this problem.
According to this I am able to serialize any kind of class, but have to implement my custom
But this is not what I want, because I have to manipulate byte arrays for every data I add to my class, which is error prone. Is there a better way to achieve the same result?
According to this I am able to serialize any kind of class, but have to implement my custom
SerializeMethod
and DeserializeMethod
. But this is not what I want, because I have to manipulate byte arrays for every data I add to my class, which is error prone. Is there a better way to achieve the same result?
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