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I'm working on a little vehicle builder, which has 2 states: editing a vehicle, and playing with your vehicle in a world. The only way I figured to currently do this would be to send an event to the server, and then having the server disable replication. This however add annoying latency, and looks like it will require the addition of a "waiting for server to stop replication state", which would be annoying to add. Alternatively, I could change it so instead of cleaning up all the world entities it just makes them invisible, but this feels a bit like an anti-pattern to just keep replicating invisible things in the background. (Though now I think about it, stopping replication altogether also feels a bit like an antipattern, so I don't see a really clean way to do this yet.) |
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That's what I would do. It's just cheaper then re-replicating the whole world from scratch. |
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That's what I would do. It's just cheaper then re-replicating the whole world from scratch.