Thanks for the answer! Well explained!
Sounds like I need to use unique id in the future then. But to explain a little better: I start the game with 3 players and run as a listen server, have tested all net modes with same results. I want to use playerstate in a widget to hit the right player to change a variable when a button is pressed so that the number of coins changes. But since the client owns the widget, it becomes difficult to change variables in the playerstate if the client does not have the correct playerstate from the start.
Since I have the HUD that shows the number of coins for an individual player, I know that the playstate that is printed is also registered as right playerstate, and coin changes. Coins: Player1=PS 1 coin, Player2: PS 2 coins… It worked very well with this until I started using the widget.
Should I start using unique ID instead, is that the most common way in a multiplayer game?
Do client knows its uniqe ID?
Do you never use playerstate index in online multiplayer games?
I will probably get some answers to this when I start testing myself with unique ID, will have to redo some. But if you have any answers before that, I’m happy. I’ll get back to you how it goes anyway.