Hitting the limits of Shared Mode in Photon

After trying to implement some more complicated interactions like sharing inventory and vehicles, I have learned that prefab loading can only be done on master-client. This breaks dynamic scene loading for all other players.

This puts a big cramp on my initial idea of ‘no server’ architecture. So, today I start reconfiguring the project for a headless build that can be hosted online. This is probably a good thing, because having a server simplifies world state sync and allows for each player to explore independently of others.

The rewrite begins

I am imagining it’s going to take about a week to get back to this point in the project with configuration, learning new build type, and setting up local test environment with the addition of a server build along with the client build. I am not exactly sure how to restructure my scene controllers, environmental lighting and FX, as well as character/vehicle controller along with camera rigs. Most of these items are not necessary in a headless build as there is nothing to render on the server. So, restructure the project. Then start over with prototyping.

Hopefully this is the last major hurdle.

–gs