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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

Creating a networked object


Before we can apply interpolation or prediction, we'll need a base to build off of. We'll create a networked object which can be moved around via arrow keys. We'll start with absolutely no interpolation whatsoever—the object instantly appears at the newest location received over the network.

First, let's create a very simple player script.

using UnityEngine;
using System.Collections;

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

  void Update()
  {
    if( networkView == null || networkView.isMine )
    {
      transform.Translate( new Vector3( Input.GetAxis( "Horizontal" ), 0, Input.GetAxis( "Vertical" ) ) * MoveSpeed * Time.deltaTime );
    }
  }
}

This script is very basic. It simply checks if the network view belongs to the local player (or does not exist), and if so it moves the transform with the horizontal and vertical axes (in Unity, by default these correspond to WASD and arrow key pairs, as well as left thumb stick axes on many...

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