Intro for the interested ones:
Sync'ing between isLocalPlayer and !isLocalPlayer
I have an existing project that I use for quite a while. It makes use of UNet but I'm actually not creating a "Multiplayer Game" but a "distributed multi PC application". There is a host and several clients. All show the same scene. Interaction (currently) is done only on the host, each client shows a different part of the scene (by having different camera settings depending on the PC).
That's why I actually am not in need of a "Player" object.
Now I...
That's why I actually am not in need of a "Player" object.
Now I...
Sync'ing between isLocalPlayer and !isLocalPlayer