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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

Connecting to Player.IO


The first thing we will do is connect to Player.IO. Note that connecting to Player.IO does not involve actually connecting to our development server. Essentially, our client connects to the Player.IO cloud service, and then joins a room in the chosen cluster.

Note

By default, Player.IO connects to the public cluster, but you can tell the client library to connect to the "development cluster" instead, which is your local server.

using UnityEngine;
using System.Collections;

using PlayerIOClient;

public class ConnectToPlayerIO : MonoBehaviour
{
  Client client;

  void Start()
  {
    PlayerIO.UnityInit( this );

    // We connect to Player.IO here. Parameters are:
    // - The ID you copied earlier
    // - The connection type to use. "public" specifies the "public" connection. It's possible to have different connection types with different permissions, but on a Free account we only have access to "public".
    // - The ID you wish to give the player, usually screen...
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