UNITY GAME DEVELOPMENT Advanced Multiplayer Networking CLASS OVERVIEW

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UNITY GAME DEVELOPMENT Advanced Multiplayer Networking

UNITY GAME DEVELOPMENT Advanced Multiplayer Networking

CLASS OVERVIEW Class 13 Revision UNet Mirror Multiplayer Cameras Network. Animator [Command] [Client. Rpc]

CLASS OVERVIEW Class 13 Revision UNet Mirror Multiplayer Cameras Network. Animator [Command] [Client. Rpc] Sync. Var

REVISION UNet Deprication Server Client Model Network. Manager. HUD Network. Behaviour Network. Identity is.

REVISION UNet Deprication Server Client Model Network. Manager. HUD Network. Behaviour Network. Identity is. Local. Player, is. Server Network. Transform. Child Network. Animator [Command] [Client. Rpc]

UNET MIRROR Mirror as a replacement for Unet Same functionality Same Code structure Supports

UNET MIRROR Mirror as a replacement for Unet Same functionality Same Code structure Supports MMO Scale Networking Continued support Free!

MULTIPLAYER CAMERAS Multiple Players + Individual Camera = Multiple Cameras in Scene Problem: Whenever

MULTIPLAYER CAMERAS Multiple Players + Individual Camera = Multiple Cameras in Scene Problem: Whenever a new player joins the Camera will switch. Solution: Disable Camera by default, only activate it for Local. Player.

NETWORKANIMATOR The Network Animator component allows you to synchronize animation states for networked objects.

NETWORKANIMATOR The Network Animator component allows you to synchronize animation states for networked objects. It synchronizes state and parameters from an Animator. Controller. Note that if you create a Network Animator component on an empty Game. Object, Unity also creates a Network Identity component and an Animator component on that Game. Object. More info: https: //docs. unity 3 d. com/Manual/class-Network. Animator. html

[COMMAND] Commands are sent from player objects on the client to player objects on

[COMMAND] Commands are sent from player objects on the client to player objects on the server. For security, Commands can only be sent from YOUR player object, so you cannot control the objects of other players. To make a function into a command, add the [Command] custom attribute to it, and add the “Cmd” prefix. This function will now be run on the server when it is called on the client. Any arguments will automatically be passed to the server with the command. More info: https: //docs. unity 3 d. com/Manual/UNet. Actions. html

[CLIENTRPC] Client. Rpc calls are sent from objects on the server to objects on

[CLIENTRPC] Client. Rpc calls are sent from objects on the server to objects on clients. They can be sent from any server object with a Network. Identity that has been spawned. Since the server has authority, then there no security issues with server objects being able to send these calls. To make a function into a Client. Rpc call, add the [Client. Rpc] custom attribute to it, and add the “Rpc” prefix. This function will now be run on clients when it is called on the server. Any arguments will automatically be passed to the clients with the Client. Rpc call. More info: https: //docs. unity 3 d. com/Manual/UNet. Actions. html

SYNCVAR Sync. Vars are variables of scripts that inherit from Network. Behaviour, which are

SYNCVAR Sync. Vars are variables of scripts that inherit from Network. Behaviour, which are synchronized from the server to clients. When a Game. Object is spawned, or a new player joins a game in progress, they are sent the latest state of all Sync. Vars on networked objects that are visible to them. More info: https: //docs. unity 3 d. com/Manual/UNet. State. Sync. html

Q&A Do you have any questions related to the topics mentioned?

Q&A Do you have any questions related to the topics mentioned?