I have been given the exciting task of implementing online(netcode) to an existing (and extremely disorganized) project. The code works, but DID NOT have multiplayer (structure) in mind while writing ANYTHING. Thus being said, I am attempting to restructure the code. Currently, the player/controller is assigned (ie: player1, player2, player3, player4) based on (sequential) player input. >the first input received=player1>so-on and so-forth> This is how the playerID process is assigned.. More excitingly, this process happens AFTER the first scene has loaded. This will not work (effectively) for online play. I’m curious if anyone has any insight on when (during the initialization process) does a client NEED to be assigned to a (ie)plaerID???
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