Equipment actor spawning and attachments #172
leetNightshade
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I haven't had a chance to dive into your equipment actor spawning yet, but I presume it's server side spawned?
Okay getting ahead of myself first, from working on MMO Palia and optimizing for the Switch platform, for us spawning player equipped items that could be swapped willy nilly and having to replicate down to the client, was not performant. Spawning item actors server side has performance implications, replicating in the new actor has performance implications, etc. We ended up switching to clientside spawned equipment actors which got rid of tons of overhead and made things perform much better; we could also utilize a clientside equipment pool (weak or strong, whatever game's preference) so we didn't have to generate garbage for every equipment item switch.
Seeing how your tool is a general plugin, idk how far you can go in any direction while trying to remain open for how your client wants to handle equipment spawning. But, do you have any thoughts about what I just said relative to how you're currently handling equipment spawning?
I ask this also as my PR for Server RPC exploits maintains server authority on attachments, so the code isn't super flexible for using it either way as-is.
I haven't started using your plugin yet so idk how far I'll run with it, but if I wanted to consider sticking with it I'm trying to figure out if I'll have to maintain a fork or if I can work with you to see if any changes can be made to the plugin. I understand over time you'll be less likely to make changes if you have a larger client base.
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