Summary
In this chapter, we looked at network programming using the Unity networking components. The main objective of the chapter was to introduce you to the fundamentals of networking in Unity by implementing two samples.
We started the chapter by discussing some of the challenges you will face as a game designer and developer for a multiplayer game. One of the main questions raised is whether you really need to invest the time and energy to create a multiplayer mode for your game. Assuming you really do want or need to create a multiplayer game, we started by looking at the different types of multiplayer games popular today.
We then went on with our first example of a simplified multiplayer game. The multiplayer game we developed are real-time, that is, all clients are synchronized with one another based on the activity on each active player's state; namely, the position, rotation, movement, and other important data needs to be synchronized with all clients connected to the game session...