Mirror Networking?

Announcements, support questions, and discussion for Love/Hate.
Post Reply
Wyldhunt
Posts: 3
Joined: Sun Sep 11, 2022 7:11 am

Mirror Networking?

Post by Wyldhunt »

I'm considering using Love/Hate in my next game, but it's going to use Mirror Networking.
I don't see any Mirror integration packages.

As someone who is fairly familiar with Love/Hate, but still very new to Mirror (and networking in general), is there any advise or suggestions to make it easier on me?
What bits should be run locally or server side?
User avatar
Tony Li
Posts: 22109
Joined: Thu Jul 18, 2013 1:27 pm

Re: Mirror Networking?

Post by Tony Li »

It depends on the nature of your multiplayer game.

If you want to run Love/Hate locally on each player's client, the Love/Hate Faction Manager and Faction Members can serialize their state to strings, which you can then send to the server when you need to save the player's state.

If you need everything to run on the server, add a Faction Member to each player instance on the server, and report deeds on the server. In this case, you don't need to run Love/Hate on the clients at all.
Wyldhunt
Posts: 3
Joined: Sun Sep 11, 2022 7:11 am

Re: Mirror Networking?

Post by Wyldhunt »

Many thanks.
I plan on running Love/Hate on the NPC's too, so I think I'm going to try running it server side.
...
... I'm sure I'll have more questions once I dig in to it more. ;P
User avatar
Tony Li
Posts: 22109
Joined: Thu Jul 18, 2013 1:27 pm

Re: Mirror Networking?

Post by Tony Li »

Sounds good! Glad to help.
Post Reply