Knowing this ahead of time will significantly change your game design and architecture and reduce complexities later on in the project lifetime. Is your game going to have both single and multi-player components? In other words you will need to do a lot of accounting!!!įirst and foremost, when you start your project, you should question the following: Who will be able to consume the information / data and how it will be represented visually if there is a visual component to the data that is being transmitted. Your whole design and architecture will have to revolve around what kind of information is going to be broadcasted over the network. Game design and programming by itself is a pretty complex topic, in addition to that, when you start thinking about multi-player game design and programming, things become even more complex. What we are going to discuss is the approach on how to enable your game to be multi-player through the networking framework available in Unity 3D. Networking in general is a complex topic, we are not going to get down into the details of packing and unpacking of network packages in this article. The new project files and source files will be inclusive of older parts in the series. With each consecutive article that is submitted, the project/source code will be also expanding. ĭownloading the project/source code for client: Download Client.zip. Using the codeĭownloading the project/source code for server: Download Server.zip. I for one, am very happy with the new UI architecture. This is due to the new UI architecture in the engine which is far superior to what we had prior to this release. There is however, one topics which is significantly different in the current 4.6.1 version compared to the older version of the game engine, and that is the UI (User Interface) pipeline. Most of the topics discussed in the series will be compatible with older versions of the game engine, and perhaps also the new version which is supposed to be release sometime this year. Lastly, the article uses Unity 3D version 4.6.1 which is the latest public release as of the initial publication date. We also assume that you have a passion to learn 3D programming and have the basic theoretical concepts for 3D Graphics and Vector Math. We will be covering them briefly throughout the article as needed, but we will not get into the details as they are separate topics altogether. It is also recommended that the reader of the article is familiar with Object-Oriented Programming and Design Concepts as well. It is also assumed that the reader has an understanding and experience of the C# language. It is assumed that the reader of this article is familiar with programming concepts in general. NOTE: There are many other third party solutions such a Photon that will expand and extend the networking features of Unity 3D.Īnd the reason to cover and start with Network View is to first and fore most not to depend on third parties, and secondly even if you do decide to go with a third party solution, it would be very easy for your to upgrade and also understand the library. This particular article is intended to demonstrate and hopefully explain the networking capabilities of Unity 3D using the built in networking capabilities. The articles listed above will give you a good starting foundation regarding Unity 3D. Unity 3D Leap Motion and Oculus Rift Article(s): Just in case if this is the first time reading the Unity 3D articles, I have listed the links to the series below: This approach will also allow me to publish something generic which can be then utilized by you for your own projects. The purpose of the standalone article is to simplify the explanation and the code base for the general topic. This article is a tangent from our article series to cover the basics of network programming in Unity 3D.
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