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Getting started with networking concepts

Unity 24,557 5 months ago
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Online gameplay can be unique, unpredictable, and maybe a bit more fun than playing a single-player game. However, building a multiplayer game is more difficult than its non-networked counterpart when it comes to keeping players in sync, mitigating latency, and maintaining secure gameplay. In this video we’ll cover the basics of developing multiplayer games using Netcode for GameObjects. It should give you a solid foundation in multiplayer networking before you dive into the Netcode samples. More resources: ⭐ Download the latest ‘Introduction to Multiplayer networking’ e-book: https://on.unity.com/3Bp1pvG ⭐ Learn more about developing multiplayer games in Unity from the Documentation: https://docs-multiplayer.unity3d.com/ ⭐ Read more about the Netcode samples: https://on.unity.com/49lLrzf ⭐ Download the ‘Starter Assets - ThirdPerson’ from the Unity Asset Store: https://on.unity.com/3DeWm1m Time Stamps: 0:00 - Intro 1:00 - Get started with Netcode for GameObjects 1:55 - Client server topology 2:50 - Netcode for GameObjects example in new Unity project 4:59 - UDP (User Dataframe Protocol) 5:24 - Unity Transport 7:10 - Testing multiplayer 7:26 - Multiplayer Play Mode 8:30 - Listen server/ host architecture 9:57 - Ownership 10:43 - OnNetworkSpan 11:02 - IsOwner 11:56 - Synchronization 14:07 - Server authority 16:25 - Exploits and hacks 16:50 - State desynchronization 20:28 - Remote Procedure Call (RPC) #unity #gamedev #multiplayer

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