Are there any examples of using Unity for client and Realtime Multiplayer (preferably Lua) for things like abilities, movement, etc?
In my use case, I’m planning to use a dynamic navmesh. User passes inputs for ‘forward’ direction, as well as some ability IDs. The desire is to have Nakama Realtime validate movement (server side position + forward direction * server side velocity) and broadcast this to all users (including the one sending the input). This data should be synced using buffers (the typical udp schema). Abilities would only send the button used, where the server would have a mapping button = ability. The server would determine if the user has that ability, and determine area of effect, etc via maths, and pass this information to the other users.
I want it all to be driven by the back end, client only sends inputs. Server maintains states.
Is this overkill? Should I go for a relay client-based approach (similar to the fish example)?
Ok awesome. I think for now, I’ll get a relay approach working. Once that is done, I’ll move some things to Lua back end modules. After that, I’ll try implementing buffers and syncing based on ticks, etc.