AlphaLul
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2
issues of
AlphaLul
When creating a lobby, I use SteamMatchmaking.SetLobbyData() to store the host's Steam ID to allow others to connect, given that my networking solution's Steam transport uses Steam IDs to connect...
I've noticed that the FishNet NetworkTransform has some differences from that of Mirror in terms of synchronization. While Mirror syncs everything at the same time, FishNet seems to send position...
acknowledged