Getting started with networking concepts

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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/3Bp1pvGG

⭐ Learn more about developing multiplayer games in Unity from the Documentationhttps://docs-multiplayer.unity3d.com/m/

⭐ Read more about the Netcode sampleshttps://on.unity.com/49lLrzfrzf

⭐ Download the ‘Starter Assets - ThirdPerson’ from the Unity Asset Stohttps://on.unity.com/3DeWm1mWm1m

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