Summary
Throughout this chapter, we saw how we can use RPC
methods to pass data around and perform actions on multiple peers of our network. We also understood the core difference between reliable and unreliable data exchange and saw some examples of situations of when to use each one. Due to this core difference in the way we can exchange data between the peers of our network, we also understood that one way may block the other, so we can use channels to prevent that one type of data from getting in the way of another type of data unrelated to that exchange.
By creating an online lobby where players can chat, we saw how to use the @rpc
annotation with some of its available options, including the option to allow other peers to make remote calls instead of only the Multiplayer Authority.
In the next chapter, we will use the knowledge we’ve just acquired to build an actual real-time multiplayer experience. We’ll create a multiplayer online quiz where players will...