No there is no other way. If you remove it with client edit it will make it be removed by all of the html windows regardless.
I don't need to explain what the tutorial window is, do i?
You can wire shark your way through the packets. The biggest are as you guessed the ones that have the most data in them like user info etc. The most frequent are the location validation ones.
It's not the packets the need reworking per se but the frequency that you need to send them.
Dude i even told you on skype. No one cares. It is not a game changer, it has absolutely no effect on the gameplay and it is just another thing to maintain and make sure it won't cause any problems appearance wise.
Light ofc you can make packets out of static data. I do that all the time on my project to test stuff fast.
In fact i have a .net solution that does just that and it works like a charm.
Did you even read the readme.md?
It is based on a C# project with only basic functionality implemented which did exactly what you are saying and im using only the networking from that project to make my own.
Lol what are you on about?
I am talking about using Vector3 for the entity movement instead of the existing one.
What "re-read unity's packets and re-recreate the codes" even means lol xD
I am well aware of all the existing C# game projects. I don't wanna turn any of them in l2.
I wanna handle things very specifically.
Well as you can see on github i have two people actively helping me with their forks and more of them giving me nice suggestions so i do appreciate people's help.
4 stars and 5 forks on a project that is 20 days old is way more than i expected.
Guys just let people do whatever they feel like doing.
No one here has the authority to prevent someone from doing whatever he wants.
Now if he fails then that's another story.
[gr]pirama agori mou exw crashtestarei 140 atoma (Mexri pou efaga buffer exceptions) no lag se raspberry pi prwths genias. ase mas agori mou.
Den exeis idea.