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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 ‚Äì 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

What this book covers

Chapter 1, Unity Networking – The Pong Game, introduces the concept of reliable UDP communication, and different types of servers employed by games. It covers Unity Networking, and creating a networked two-player Pong clone.

Chapter 2, Photon Unity Networking – The Chat Client, covers a third-party alternative to Unity Networking. It introduces the concept of the cloud-hosted game servers, simple matchmaking, and friends lists. It also covers the creation of a simple chat client.

Chapter 3, Photon Server – Star Collector, introduces dedicated servers for games. It covers creating a Photon Server application, connecting to a server, using the request/response/event system to communicate, and creating a simple Star Collector game.

Chapter 4, Player.IO – Bot Wars, covers an alternative dedicated server system. It introduces the database features of Player.IO, how to create a Player.IO server, connecting from Unity, and creating a simple RTS-style game with persistent user stats.

Chapter 5, PubNub – The Global Chatbox, introduces communication over an HTTP messaging service. It covers benefits and pitfalls of HTTP for communication, using the WWW class to communicate via PubNub, and creating a chatroom application.

Chapter 6, Entity Interpolation and Prediction, introduces the concept of server-side movement physics and potential issues and solutions. It covers client-side movement prediction, and how to smooth the motion of remote entities.

Chapter 7, Server-side Hit Detection, introduces the concept of server-side hit detection for shooter-style games. It covers the reasons behind target-leading problems in many online games, and how to resolve the issue by rewinding the game state.

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