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example_network #102
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Hey can you instead put this on a git repo. I'm not going to download and open a random zip file for security reasons. Thanks! |
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I added a damage system based on example_network, and the damage is determined on the server side. How can the damage generated on the server be synchronized to the client?
The solution I thought of is that all entity's peed_id is the server, creating a node to synchronize data to the server to control the player Entity.
Are there any better methods?
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