I realize rollback is on the backburner till next year, but did anyone get a chance to try out player preferences in rollback? I saw there is a data limit of preferences to 800 bytes which seems extremely limited. Suppose I want to sync each players large inventory that has multiple vars stored in a struct, and the struct is >800 bytes. Do I have to split this struct into smaller structs and then send multiple player preferences through? Is that even possible? I'm just curious if anyone ran...
Player preferences in (beta) Rollback Multiplayer
Player preferences in (beta) Rollback Multiplayer