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Description
Do you remember when Unix Sync existed? This is something that complement Unix Sync, but for the clients. When Unix Sync was around, a problem would arise: if there was a random trigger in the level, when changing, the map was desyncronized in the level, and for it was synchronized, it wouldn't sync with the clients. But I have a client-to-client solution using client 2 client item IDs—which are used to synchronize within the server where the clients are running on Globed. This makes the variables synchronize with each other since they are specific to each client and belong to the server. It's for multiplayer levels, and obviously, I'm going to give credit to Unix Sync since it should be this thing plus Unix Sync like the sync tools for multiplayer. sorry for bad english...