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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

Improving interpolation


Here's how our new interpolation will work, inspired by the methods employed in the Source game engine:

  • As we receive network states, we buffer them up

  • Each network state is timestamped with network time

  • We subtract a value from time to find a time in the past (in source, this value is 0.1 by default—so entities are always shown one tenth of a second in the past)

  • We find the two states on either side of this time value, and interpolate between them

  • Let's get started

First, we need some kind of struct to store a snapshot of the network state:

// a snapshot of values received over the network
private struct networkState
{
  public Vector3 Position;
  public double Timestamp;
  
  public networkState( Vector3 pos, double time )
  {
    this.Position = pos;
    this.Timestamp = time;
  }
}

We'll keep a buffer of these to interpolate in between. Note our use of arrays for this purpose. We use a statically sized array for better performance (if we used a List, internally the List...

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