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Shared Player Pawns in Sessions

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    Shared Player Pawns in Sessions

    Hello,
    i am currently probably encountering a problem, but i can't test if it behaves as i think it does. I want to integrate a SocketIO client into my character pawn. But the game will be running in multiplayer sessions. I think it might be so that the sockets are shared across all players (each player having times number of players sockets) what would lead to a ton of networking errors and other bugs.
    Is my interpretation correct? and if so where would i be able to implement the sockets if every player should just manage one.

    ~Nestoro
    sorry for any typos or bad grammar I have dyslexia, I tried to make it as clean as possible but if you see any typos I am sorry
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