How to Properly Handle Multiplayer Sync in Unity Using Mirror?
π Problem-
In multiplayer games using Mirror, keeping player positions, animations, and data synchronized across all clients can be tricky.
β Solution-
- Use Network Transform: Attach NetworkTransform to sync position and rotation.
- Sync Data with SyncVars:
csharp
[SyncVar]
public int playerHealth;
Use Commands & RPCs-
- Command (
[Command]
): Client requests changes from the server. - ClientRPC (
[ClientRpc]
): Server sends updates to all clients.
Optimize Bandwidth Usage- - Reduce updates frequency (
syncInterval
) - Send only necessary data
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