Multiplayer is always such an issue.
These days, I work on adding functionality, break a lot of things, fix it up, test it, become happy, then test multiplayer and realize it’s not working in multiplayer lol.
Then I realize I need to think about what will live on the server and what will live on the client.
Also I decided that I will rename my game from Magecraft to Spellfire.
- Alternate names are Spellstorm (taken on Steam), Spellbreak (also taken though it’s shut down), and Spellrush. I guess I like Spellsomething.
Multiplayer
- The problem is that each client downloads the prefabs and creates a Guid for each spell. Thus, when a client requests the server to create a spell, it requests a spell that doesn’t exist. This also happens when a server tells a client to create a spell on their side
- More details below:
Notes and Considerations
Working on Multiplayer