I would like to share the state of my game objects across the clients.
The state includes a few simple properties, such as Ready, Health and such.
In order to group them, I created a struct, and put it into a synclist.
The issue, is that each time I update one of the values, I have to remove and add the whole struct, causing a lot of useless overhead.
Is there a way to do the same, in a cleaner and more efficient manner?
The state includes a few simple properties, such as Ready, Health and such.
In order to group them, I created a struct, and put it into a synclist.
The issue, is that each time I update one of the values, I have to remove and add the whole struct, causing a lot of useless overhead.
Is there a way to do the same, in a cleaner and more efficient manner?