So, i've been following the networking example in the test lab and i've been able to successfully adapt that to my own game (i do plan on making it different than what comes with the test lab, this is mainly so i can get my feet wet with networking more than anything else.)
So, spawning is set up correctly, i've got the camera linking up to the correct player object, it's behaving...
thing is, i've set up the rotation data to be transferred over the network in much the same way as the movement data is transferred so as to have the player object turn as it is directed (and be reflected on the other screens/instances) but it seems jerky... is this a downside to the way that the networking occours? is this a downside to the way that Playmaker handles the networking?
don't get me wrong, i'm really jazzed that i've been making strides in this respect (and i do plan on taking this further when i am able to) but i'd like to know if this jerkiness/lag is just one of those things i'm going to have to deal with.
again, this is my first foray into networking though... so, i know that there's more that i could know, i'd just like to know if this is a limitation of the beast or if there are ways to increase the responsiveness/reduce the lag between game instances.
(does it have anything to do with the "failed to send remove RPCs command to network" command in the "networkViewRemoveRPCs.cs?")