Not to mention you could just level up in your own world like the entire playerbase already does… How exactly do people level up in another world? As if newbie would be fishing right off the bat
Not to mention you could just level up in your own world like the entire playerbase already does… How exactly do people level up in another world? As if newbie would be fishing right off the bat
I wouldn’t say it should be that hard. (For any devs reading this, not that I expect anyone will,) Here’s a “simple” way to just create a minimum level system. When the player clicks the connect button (attach a delegate, but you probably should already have one), take the player’s level pass it through a hashing function (preferably FNV1-A, my choice but you should probably use a different one) as to protect it from cheat engine and then just return 1 if the players level is too low (take the minimum level and pass it through the same hashing function) oh and 15 second later edit, you should mathf.clamp the players level to maxLevel and then hash it, and to check if the player is levelled enough just do a simple not equality operator, just give em a menu saying they can’t enter or chat or whatever.
You could add another level of complexity by having like 25 hashing functions and the server would send the client an index into an array of the hashing functions which the client would use to return the hashed player level that the server will then evaluate but I’d like to see you implement the first part at the very least.
If you have anything to say about why not, please just message me. I’m not a senior developer but I really think I can help. I don’t use unity anymore (C++ and bare vulkan, developed carpal tunnel) but I think I know enough.