Hi Jean, well good solution i will try it later but i think i will have some problems with this since items are created on each scene so what if player leaves pick all items and leave game, then he reconnect and items will be spawned from start, i can't actually check what items are on each scene and what items to create and what to skip, for this i would like action that create items on scene visible by others, destroyable by others using on scene functions. So for that solution i can create manager as you said that wait for cooldown from master client, when time comes i send to each manager to create certain items, that make sense but how to check what items are created, what items to be created and what to be not?
Kind of difficult how to control items on scene in multiplayer.
I saw some function on some pages that uses this PhotonNetwork.InstantiateSceneObject and it turns out that object will belong only to scene and it has to be destroyed in same way, are you familiar with this Jean?
Speaking of this i have another question, using those get/set position, rotation for each character in order to synch variables depends on view is mine or not and plus mecanim animations synching input and other stuff, that will create mess on scene if there is over 10 - 15 people i guess, that would be too heavy to render without lag resulting huge bandwidth?
So my question is this:
Should i use photon networking if i want in my game for example 100 players on same map? Or this is only for small games room based? Cause i see that RPC message limit is only 500 on photon cloud>?
We will invest in servers ofc if game gets on popularity, but still want some expert opinion
Thanks!