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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

Rigidbody simulation


If you read through this chapter, you may notice we do not cover rigid bodies.

There's a reason for this. At the moment, Unity's built-in physics do not support manually stepping physics. Manually stepping the simulation is crucial for both client-side prediction, as well as server-side logic. Since we can't accurately step rigid bodies, we can't perform client-side prediction on them.

However, if your game relies on Rigid body simulation (for instance, if players are in control of vehicles), and you require client-side prediction, one possible solution is to integrate a third-party physics engine. This will require some work, but will give you the most control over how the world is stepped, when, and so on. There are a wide variety of free and opensource third-party physics engines written in .NET, such as the Jitter physics engine, or Henge3D. Many of these were designed for use with Microsoft's XNA toolkit, but some are framework-agnostic.

Again, integrating a third...

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