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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

Differences between PUN and Unity Networking


PUN provides a consistent, familiar API to those who have already worked with Unity Networking. However, there are many key differences and some code is not compatible without changes.

In PUN, nearly all of the main functions are contained in the PhotonNetwork class (meant to be analogous to the Network class in Unity). There is no MasterServer equivalent in PUN: all the required functions are moved to the PhotonNetwork class.

Rather than initializing servers, in PUN you create "rooms" via PhotonNetwork.CreateRoom. Rooms are essentially partitions on the game server to separate groups of players from each other.

There is no longer a concept of host IP. Instead, to connect to a room, you pass either Room to the JoinRoom function, or you pass the name of the room (room names are required to be unique).

Note

Because of the way Photon Unity Networking works, direct LAN connection is not possible as rather than connecting to each other, players connect...

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