I am trying to make players in the FPS unity template project invisible when not moving, and visible when moving. Currently I just crudely set all players child objects to inactive.
My understanding thus far is that player-clients should have “authority” over the actions of a player, but I’m also concerned about hacks regarding the state of the player being handled in the client.
There is a value available in components both on the gamelogic object and client object at runtime, “HasMovementLeft” that would seem to be a good boolean for toggling between the two visible / invisible states. Should I read from the server-worker to update the visual state of the player in the client? Or directly read from the client player game object? Or perhaps maintain an array of player state for every client to read from at the same time?
There are probably entire concepts I am missing here so thank you for helping me