On Unity3D Mirror Networking, how to implement Additive Scenes without Changing and Unloading Scenes on Clients?
My Use Case:
I have a set of scenes that are effectively rooms in a dungeon. I want to load them all on both host and client. In the future, I want to implement interactivity across rooms (e.g. a wall from one room is blown up, showing the other room), so it’s important to have all scenes loading on both host and client.