Reducing total networked object count

When enabling networking on a group of objects, each object counts as a networked object - even if most of that group has been merged into a single model. Imagine a complex construction such as a spaceship made from many basic primitives that do not move relative to each other - how can this be reduced to a single networked object?

Place your geometry into a client context.

1 Like

Thanks very much.

The context folders help with these kind of problems.


Either client, you would make only visual changes for only one player.

With server, you would make logical changes in the main game server

And with static, you would spawn/destroy objects that would interact like non-networked objects (like a building with collisions)

If you wanna keep your collisions and the parts of your building won't move individually but more like, a single unit, static context is here for you.