WASPS
Web-based Attachment of Synchronized Photonviews.
I guess I should write the idea down while I still have it. :P
Currently the PhotonNetwork has their own instantiate system that works the magic to create a GameObject and assign an unique ID to it. However, while I can use PhotonNetwork offline mode, but everything will get messed up when I try to check the Photon Views somehow and try to get the players to Lerp towards the system positions. It’s terribly laggy, but I guess I haven’t checked my code much.
The real problem is that I need to manually assign the Photon View to every Object that I think needs to have it. The work could be offset by the use of prefabs but there may be hundreds of model needed and this is heavy work… I need the game to be clever and assign the Photon Views automatically.
I dismissed the idea of having both the hovercargo map and the battlefield map on seperate levels and have the network instantiate the player model because it was too much work, and resulted in a bloated code base where the code tries to remember the player choice and then instantiate the right model. Why can the player just choose and then warp the object to the correct place?
Also, I would not like the player see the object pop out of the air and drop down. That’s just unrealistic. While delegating the creation of objects reduces load time, that’s better for objects that the player won’t see at real time, like bullets that move so fast that what you are simply explosions at the end.
Enter WASP. I plan to instantiate empty Game Objects that hold Photon Views and have them automatically attach themselves to objects which have Status_Mechs. Anytime I need to adjust the positions I could just call self.transform.root of the WASP. :D
Hopefully this works out :P