I bought the FPS Controller asset some days ago and got the basic hang of it down so next I would like to integrate input sync and other concepts needed for multiplayer. I checked the documentation but the "Multiplayer" page only mentoins using the Photon add-on which I don't want to buy since I won't be using Photon. It also mentoins an "abstraction layer for a variety of networking implementations" but I couldn't find anything else about that. Is it only included with the Photon add-on?
I'm familiar with using TNet so the only things I need to know about the character controller are:
I'm familiar with using TNet so the only things I need to know about the character controller are:
What kind of setup should I use for the player character and do I need multiple prefabs (one visible locally and other one that is visible to other players?)
What is the proper way to spawn the player character (can I just use TNet's instantiate functions or need something else?)
Which component should be used for input sync (should I use the AI system for remote players?)
What else do I need to sync besides input
I have used TNet on a simple, self-made player controller before so i'm pretty familiar with the concepts, just need some information on how to properly use networking in this FPS Controller without the Photon add-on.