<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[How to synchronize interactions with game objects?]]></title><description><![CDATA[<p>Hello,<br />
I'm developing a game with babylon + colyseus. I'm in the process of implementing interactions with room objects (think of chests, machines, etc.)</p>
<p>When a player interacts with an object, that interaction should be synchronized and visible by other players in the room.</p>
<p>I'm familiar with photon PUN and I used to use RPCs to do this kind of stuff. Is there an equivalent system in colyseus?</p>
<p>If not, then I assume I would have to do this by sending a message to the server. The way I want to do this is to create a generic ObjectInteraction message, which takes the unique object name and a boolean (isActivated), and sets the boolean on the server for that object, so that it can be synchronized in the game.</p>
<p>However, I'm stumped as to how to do this. For the moment I'm only accessing a Player schema through client.sessionID.</p>
<p>I feel like I should create a dynamic list of all interactable objects, and setting their isActivated booleans to the relevant values. But I have no idea on how to achieve this.</p>
<p>Any pointers would be appreciated, thanks!</p>
]]></description><link>http://discuss.colyseus.io/topic/905/how-to-synchronize-interactions-with-game-objects</link><generator>RSS for Node</generator><lastBuildDate>Wed, 15 Jul 2026 19:21:35 GMT</lastBuildDate><atom:link href="http://discuss.colyseus.io/topic/905.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 03 Feb 2023 14:30:51 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to How to synchronize interactions with game objects? on Invalid Date]]></title><description><![CDATA[<p>Hello,<br />
I'm developing a game with babylon + colyseus. I'm in the process of implementing interactions with room objects (think of chests, machines, etc.)</p>
<p>When a player interacts with an object, that interaction should be synchronized and visible by other players in the room.</p>
<p>I'm familiar with photon PUN and I used to use RPCs to do this kind of stuff. Is there an equivalent system in colyseus?</p>
<p>If not, then I assume I would have to do this by sending a message to the server. The way I want to do this is to create a generic ObjectInteraction message, which takes the unique object name and a boolean (isActivated), and sets the boolean on the server for that object, so that it can be synchronized in the game.</p>
<p>However, I'm stumped as to how to do this. For the moment I'm only accessing a Player schema through client.sessionID.</p>
<p>I feel like I should create a dynamic list of all interactable objects, and setting their isActivated booleans to the relevant values. But I have no idea on how to achieve this.</p>
<p>Any pointers would be appreciated, thanks!</p>
]]></description><link>http://discuss.colyseus.io/post/2329</link><guid isPermaLink="true">http://discuss.colyseus.io/post/2329</guid><dc:creator><![CDATA[menguzar]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to How to synchronize interactions with game objects? on Invalid Date]]></title><description><![CDATA[<p>You can use stateful objects (Schema) and subscribe for its changes. At client side, when an object hits another object for example, you can send a message to server and let server decide if it's valid or not, if yes it will update involved objects</p>
]]></description><link>http://discuss.colyseus.io/post/2368</link><guid isPermaLink="true">http://discuss.colyseus.io/post/2368</guid><dc:creator><![CDATA[chungxa]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>