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12:23 PM
@Almo Only for certain elements... like dialogue-replys when you speak with a npc ^^ That could be usefull...
 
12:48 PM
@genaray The server and the client will generally need to agree. The client will need to "guess" what the server will send, show it to the user until it receives the confirmation from the server.
 
1:31 PM
@genaray I don't agree. Latency in UI is horrid.
 
 
3 hours later…
4:34 PM
Well... any ideas how we could easily chain UI-Interactions ? For example we wanna spawn a mob, once a player clicks a button... but we also wanna allow chaining, for example putting a extra popup in between the click and the spawn... So on click should only trigger a mob spawn, if no chained events are following... Not sure right now whats the best way to realise this
 
 
2 hours later…
6:31 PM
@genaray Sounds like you could have an action queue. The UI interaction can stuff multiple items into the queue, which then get resolved one by one. If the current item is a UI interaction, it pauses for player input before continuing to the next queued item.
 
7:25 PM
@DMGregory Thanks a lot ! Thats a life saving idea... that would decouple the UI systems aswell as provide enough flexability... probably its a good idea to also add a possible execution statement for each action in the queue... for some kind of "Accept / Decline Popup" :)
 

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