Hi guys.
Basically, I would like to keep the ability to assign, create, and play ScriptObjects (which are only meant to run on the server) inside the editor and include them in the scene, without having the client load and run them when it connects to the server.
The NinjaSnowWar sample solves the problem by exclusively creating ScriptObjects from within the code, as opposed to inside the editor. Therefore when the client loads the scene, it simply won’t have have the ScriptObjects (which are intended for the server only). But that way you lose the ability to edit or view a meaningful portion of the game scene within the editor. And I assume saving and loading the multiplayer scene would cause trouble, since the client now also gets any existing ScriptObjects when it loads the scene.
I would prefer to have as much control over the development of the game from within the editor as possible.
Does anybody know how I can keep this flexibility while still being able to prevent the client from loading ScriptObjects that are intended for the server?