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Packet Types
For the most part you wont need to manually send a packet as NetTools/RPCs/NetworkFields handle that for you, however there is a few different ways of sending packets you should be aware of.
Non-Buffered packets are the easiest to understand. Once sent they will go to all existing clients, however clients that join later wont get them. So using "Buffered" packets once sent the server will keep them in memory and whenever a client connects it will send them all to that new client.
For the most part, you won't need to edit the packet directly. However when instantiating/destroying an object over the networking, editing network fields, or sending RPCs there is usually an option to send it as a buffered or non buffered packet.
Currently proximity packets are not yet implemented but are planned. They will make it so you only have to send certain packets when a client is in proximity to them. Such as animations, they only need to be updated when the player is on screen.