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I work a lot on multiplayer and it really just depends on your implementation of it. How authoritative is the server? If it’s used for any conditional checks between the player and the environment you have to change the scene with it. If it’s used for just passing data back and forth it’s fine to not keep scenes the same (if the server is not dedicated, like it’s being hosted by one of the player instances then you do want to update it for the host player to keep their scene view synced and so it doesn’t look like other players are walking through walls). If I make a game where the server is only responsible for passing data back and forth I wouldn’t even bother giving it scene. I’d just spawn objects that need to be synced.
[模拟局域网游戏](https://blog.csdn.net/qq_30454411/article/details/79542263)
unet multi-player 教程
noobtuts unet headless mode build
understand unet
good enough guide to unet Low-level API
unet HLAPI to P2P networking
photon doc
how to change scenes in multi-players
networkManager.ServerChangeScene
how to choose among multi online scenes
tank multi-player demo
multi-player github
unity-drones-multiplay
from unet to Pun
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