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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

Entity rewinding


In order to solve this, we need to store the state of entities at every network update. When the entity needs to be rewound, we find the two states on either end of the target past time, and interpolate between them. This technique actually shares many similarities with the entity interpolation code we wrote in the last chapter, and in some places you could potentially reuse some of the same code.

So, in our network player class, we'll create a new struct to store the network state:

private struct networkState
{
  public Vector3 Position;
  public Vector3 Rotation;
  public Vector3 CamRotation;
  public double Timestamp;
}

We'll keep a buffer of these states, using an array just as in the last chapter:

private networkState[] stateBuffer = new networkState[20];
private int stateCount = 0;

To store a state, we shift the states and insert the state at 0, incrementing the state count:

void bufferState( networkState state )
{
  // shift states
  // the state at index 0 moves to index...
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