Comments (7)
What is not synced exactly ? The state of the light ?
Unfortunately, sync network fields in unity require to made odd netcode scripting, with RPC tags
I don't understand anything about them
If you try to sync a field or the state of an objects it's simply not possible without a custom script, which is itself tricky to add as scripts are natively not allowed in bundles and run a script from an external DLL require the DLL to be a dependency of LE
To sync the entrances fields and fix the coilhead i used a really unconvenient method that specifically work on the entrances
from lethalsdk-unity-project.
All the trigger does for the light object is it calls the SetActive function and sets it to true
And does the same for the trigger but false
But this only happens clientside
from lethalsdk-unity-project.
All the trigger does for the light object is it calls the SetActive function and sets it to true
And does the same for the trigger but false
But this only happens clientside
Yes
Neet to send a RPC to the server and the server must send another RPC to all the client
Need custom code
from lethalsdk-unity-project.
I'm curious though
With a similar setup, is it possible to sync maybe an audio source playing or when you interact it plays an animation of an object moving for intance
from lethalsdk-unity-project.
I'm not sure to understand your question
from lethalsdk-unity-project.
So if I made a Network Prefab etc. with an interact trigger object that plays an audio source within the prefab, would that play the audio source for all players when interacted with?
Or if I made a Network Prefab that has a network animator/animator and an interact trigger object and I set the animation to move a cube or something, would that sync the animation for all players when the interactable object is interacted with?
Or is the whole idea of syncing anything just a far fetched dream
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No, it will only sync it's position and rotation
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