Comments (1)
It doesn't have built-in room support, I would recommend you to change how you think about the room system, you still can use Mirror or UNET (or other) for game networking. You can determine that when you run servers headlessly it is like to create a new game room, so you will have to create (or find) a room management system that works separately from game codes, which will run a new game-server when players request for it to create a new game room, there are some open-source projects which made for that purpose such as
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Related Issues (15)
- SerializationSurrogates not avaiable anymore
- [Question] Time sync HOT 2
- [Question] Looong distance sync optimisation HOT 22
- Setting owner makes object disapear from client HOT 5
- Are there any usage documents? HOT 3
- Latest LiteNetLib has breaking changes
- Network Children Identities
- Performance Benchmarking
- Server not seeing clients HOT 7
- SyncFieldIntArray does not sync if only its one value (on index) is changed HOT 6
- In-scene network objects aren't initialized properly HOT 5
- Network Spawned character does not appear on client HOT 19
- Support for child network behaviors HOT 7
- LiteNetLibSyncList syncing HOT 6
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