yes but that doesn't have to do with the pcar specifically, a pcar is just a ready made car with the networking ID builtin, basically a rigidbody and a skinmesh all in one ready made object..
Plus.. cars and the pcar only spawn to new players if those cars have been already setup in your project with network IDs before hand.
What im saying if you didn't know this or misunderstood it adarsh, if your project has 4 designed networked objects, only 4 players can join at any one time.. those players can change through out the game, but only 4 total in the project actively playing..
There is the possibility of more than 4 players watching a project ( connected ) but not able to effect anything network wise.
One different situation is chatting or communications over the network is possible with more than those 4 players.
It's my understanding that 3drad can have up to 256 connections in a project..
This 256 limit is weird though because client - server by design has a limit of 65535 connections available, it's 3drads network script descriptions that mention 256 available connections in networking.... so we've never got a straight answer from fernando about this limit, mostly because very few if any 3drad projects have had anywhere near that many connections, let alone the 256 mentioned..
Another thing to think about, those 256 network connections are not really a hard limit.. it is quite possible to use networking to transfer the required info between lets say 35 players and still have only 4 network objects defined in your project.
This is done through scripting and using the network script commands to transfer the required data then the script again outputs that data to the required objects to move them around or what ever.
The builtin network ID's are there to simplify a project, not to create a hard limit.
I already put together a project in the past, a POC, that allowed any number of connected players to change between the 8 defined network players without leaving and rejoining the project.
It did this by redirecting the network input data to which ever selected input object that selected player choose.
This is actually really simple to set up, because each player that joins a network project has his own network ID even if its not one of the defined 4 player networked IDs.
So its just a simple matter of keeping track of which player ID wants to play with which defined player ID, then rerouting his Event On Input data to the proper defined event on input for that defined player.
So to sum up---
It's quite possible to have at least 256 players connected to your project and have 256 rigidbodies in your project and let each of those players control 1 or more of those rigidbodies all without any pre-defined networked objects like the pcar, although you could have 256 pcars for those players to control, assuming 3drad can handle them all and other objects in your project....
It would be interesting and maybe even difficult to get 256 players trying to join a 3drad project at the same time
i hope i wasn't just blabbering away for nothing on this subject
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