Integration into State Machines and New Input System

I Have taken part in several courses from the GameDev.tv org. I am really please with the education the team are able to put forward, I have learned a lot throughout the courses and now I finally begin the journey of mixing all the knowledge obtained into a Multiplayer RPG game with third person input and state machines. This seemed easier in my head, but now I have begun I’m struggling to see where it would be best to separate the functionality, also would making the state machine network behaviour essential help making the states network behaviour?
Any assistance would be appreciated, I think I need a mentor throughout this long process XD
Thank you GameDev.tv
From Jordan D

For a multiplayer game, you may want to have the state machine be run by the server and then have the specific behaviour synced to the client.
Generally you want to follow the pattern of:

  1. Client inputs controls
  2. Inputs are sent to the server
  3. Server decides on the response
  4. Server updates the game state
  5. Server syncs the state back to the clients.

Most of what should be happening on the client is UI and user inputs. You can do some behaviour on the client, but the server should be ultimately making those decisions and syncing it back to the clients.

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Thank you so much, I thought it might be along those lines just wasn’t sure how much i should limit the clients and what variables I might need to sync. I appreciate your help kind sir!
I am wondering if there is anyway I could add you to my repository to guide me through the first part of integration? I should be fine after understanding a little more on how to link the information I have learned through the courses?

I think it’s best for you to take a shot at it and ask me any questions here. You can also check out Mirror’s discord or the GameDev.tv discord where you can ask questions.

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