atmuc
Member
I port PUN add on to Mirror Multiplayer framework. Both PUN and UCC multiplayer part based on client authoritative system. I want to make server authoritative system. How can I make it server authoritative? For example Inventory base has the following code. It calls LoadDefaultLoadout from the client. I will just send gamepad inputs to the server and sync all from server to client.
Code:
#if ULTIMATE_CHARACTER_CONTROLLER_MULTIPLAYER
if (m_NetworkInfo == null || m_NetworkInfo.IsLocalPlayer()) {
if (m_NetworkInfo != null) {
// Load the default loadout on the network first to ensure it is received before any equip events.
m_NetworkCharacter.LoadDefaultLoadout();
}
#endif
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