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Unity Multiplayer Games

You're reading from   Unity Multiplayer Games Take your gaming development skills into the online multiplayer arena by harnessing the power of Unity 4 or 3. This is not a dry tutorial – it uses exciting examples and an enthusiastic approach to bring it all to life.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849692328
Length 242 pages
Edition 1st Edition
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Author (1):
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Alan R. Stagner Alan R. Stagner
Author Profile Icon Alan R. Stagner
Alan R. Stagner
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Toc

Table of Contents (9) Chapters Close

Preface 1. Unity Networking – The Pong Game FREE CHAPTER 2. Photon Unity Networking – The Chat Client 3. Photon Server – Star Collector 4. Player.IO – Bot Wars 5. PubNub – The Global Chatbox 6. Entity Interpolation and Prediction 7. Server-side Hit Detection Index

Preparing for server authoritative movement


Before we get started, we'll need to restructure our scripts. We're going to change the Update function so that it isn't called automatically, and instead will be called by our networking scripts. We need to do this so that we have direct control over the exact order in which the simulation is stepped, otherwise we can easily end up with desyncs and rubber banding.

using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour
{
  public float MoveSpeed = 5f;

  [System.NonSerialized]
  public float horizAxis = 0f;
  [System.NonSerialized]
  public float vertAxis = 0f;

  void Update()
  {
    if( networkView.isMine )
    {
      horizAxis = Input.GetAxis( "Horizontal" );
      vertAxis = Input.GetAxis( "Vertical" );
    }
  }

  public void Simulate()
  {
    transform.Translate( new Vector3( horizAxis, 0, vertAxis ) * MoveSpeed * Time.fixedDeltaTime );
  }
}

A few things to take note of: instead of using Update, we've moved our...

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