I’ve done experiments with networking today.
Conclusion I got is: I will not include built-in replication.
This is something devs should implement in a by-project basis to fit particular design;
The reason for that is simply due to Pools consuming absurd bandwidth and causing latency spikes.
I really don’t want devs blaming me for out of control lag in their game, so I’m leaving that out of my hands.
Btw, the “Shared Pool” Component is still under tests, in my game seems 100% stable so far.