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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

Moving hit detection to the server


Our first order of business is to move the raycast function to the server.

We have a readymade solution for this—we can simply mark our Fire function as an RPC, and instead of calling it directly, we broadcast an RPC instead.

First, we'll modify our Fire function as follows:

[RPC]
void Fire()
{
  // this code should never execute on any machine other than the server/host
  if( !Network.isServer )
    return;

  RaycastHit hit;
  if( Physics.Raycast( transform.position, transform.forward, out hit, 100f, HitLayers ) )
  {
    // let a script on the object handle taking damage
    hit.collider.SendMessage( "TakeDamage", Damage, SendMessageOptions.DontRequireReceiver );
  }
}

We'll then send an RPC to call the Fire function rather than directly calling it:

void Update()
{
  if( networkView.isMine && Input.GetMouseButtonDown( 0 ) )
  {
    // if we're the server, just directly call the function
    // remember, server cannot use RPCMode.Server, the RPC is...
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