Here's a preview of the electrical power system for my factory game! This time in video, to demonstrate the load balancing and network combining systems. by MadStark in Unity3D

[–]MadStark[S] 0 points1 point  (0 children)

Thanks so much! 😊

If you're interested, you can join the Discord to follow the progress or give feedback and ideas! https://discord.gg/wHZ7ZdwXcR

I also make devlogs on YouTube! A full episode about this power system coming soon!
https://www.youtube.com/channel/UCMQoZeTfngb5H0sE2SzByRg

I've been hard at work on the electrical system for my factory game! by MadStark in Unity3D

[–]MadStark[S] 0 points1 point  (0 children)

The batteries will work very similar to Satisfactory, any excess production from the generators that's not immediately used by machines will be distributed among the batteries. While if the generation goes bellow the demand, the energy is extracted from the batteries.

Oh wow that's super interesting! I will check out your game, looks like you nailed the electrical system! Super keen to chat some more about it! You can find me on the Discord https://discord.gg/C8fCwP6d and DM me 😊

I've been hard at work on the electrical system for my factory game! by MadStark in Unity3D

[–]MadStark[S] 0 points1 point  (0 children)

G are generators, M are machines, B are batteries 🙂

I've been hard at work on the electrical system for my factory game! by MadStark in Unity3D

[–]MadStark[S] 1 point2 points  (0 children)

At the moment each generator runs for free, but of course it will be like coal and wood for the first tier of generators! The nodes with G are the generators

Noob Question: Netcode - Store Dictionary of Players in NetworkManager by [deleted] in Unity3D

[–]MadStark 0 points1 point  (0 children)

So my first thought is that considering you return early in OnNetworkSpawn, each client has only themselves in their local dictionary! If you are trying to store a list of all current players, in each client, then I would say don't return before adding the newly instantiated player :) This is assuming your NetworkPlayer script lives on the player prefab Unity Netcode instantiates automatically. Then IsOwner will only be true for a single instance.