like per tick speed. is calling RPC multiple time like this gonna be a ploblem or it is somehow handled?
I’d like to note that while other answer is correct, it’s still depends on exact task on hands.
If you doing advanced gameplay, like notify clients about progress of some action - there is likely a better way than per-tick rpc.
On the other hands, if you implementing the most basic networking, like forwarding inputs to server, then per-tick rpc is a way to go. CMC is doing exactly that, though it’s unreliable rpcs, which is a big difference.