Running in P2P mode

If I understand correctly, if I want to run in P2P mode,
the host client will be both:

  • a client (to be able to control inputs, render the world, etc.)
  • a ReplicationServer (launched in a separate thread, to replicate the world to all other clients/simulators, forward messages, etc.)
  • potentially also a simulator, if there’s stuff to simulate? Or i guess the host-client could get authority on all the entities that normally the simulator would be handling?

Yup, correct on all accounts with one small correction - the RS will run as a separate child process (not in a thread in the same process) Implementing Client hosting | Unity Multiplayer SDK Documentation | coherence

And just for completeness you’ll need to set up a relay so that the client hosting the replication server is discoverable on the internet: Implementing Client hosting | Unity Multiplayer SDK Documentation | coherence

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