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Author Topic: TileMap for Multiplayer game with TileBuilding  (Read 3248 times)

Baal

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TileMap for Multiplayer game with TileBuilding
« on: January 10, 2014, 06:20:41 am »
Hi. I try to make a Multiplayer game for 10-20 players using 2dToolkit and Photon Networking. So i try to make a Sync Tilemaps object by TileMap.Data and TileMap.RenderData. Application send this data to cloud, but dont receive, so... i think this data is too Big. Is any way to send/get small information about change on TileMap? Without tons of Code :)? Sorry for my English

PS. I Have disabled Coliders for fast Build ;)
« Last Edit: January 10, 2014, 06:23:06 am by Baal »

unikronsoftware

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Re: TileMap for Multiplayer game with TileBuilding
« Reply #1 on: January 10, 2014, 11:15:55 am »
Why do you need to sync the tile map? Are you dynamically generating this? If so, you should sync the data (i.e. manually extract the tiles int values and then sync that). If you are modifying chunks manually, then you should probably maintain the partition structures, so only changed chunks need to be synced. The best bet is to create a new class to manage this data & sync it + modify the tile map with the synced data.