@endel
Thanks for your reply. We're considering all possible solutions and Colyseus has been a good example to play around with. I know Client Prediction is on the road map for you folks but any idea how far along?
Posts made by talothman
Looking through the documentation, it would seem that the general method is taking in commands from the clients and having the server updated across the network. What if instead of commands, I pass in positional data from the client and have the server update that.
For example, positional data from a VR headset being sent to the server, then the server sending that same data across the network. Is Colyseus a good platform for the example mentioned?
Small other issue in the Unity client.
It would seem that connecting two Unity clients generates an ArgumentException caused by the server giving the two clients the same ID. When attempting to connect another client, the local table that keeps track of existing players refuses to add the new client seeing as it's key already exists in the table. Any ideas why this is happening?
@endel Apologies. Was running the server in your main repo. :/
Just a head's up. It would seem like the Unity sample you've provided is broken. When room.Send() get's called, room returns null.
Upon further checking, it would seem that I am unable to join a room and that the OnRoomJoined callback is never called. Is there anything on the server side that I need to insure is running?