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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

Chapter 4. Player.IO – Bot Wars

In the last chapter, we have covered our first dedicated server technology, Photon Server. In this chapter, we will be covering another dedicated server technology known as Player.IO.

Just like Photon Server, Player.IO runs dedicated server code, where players connect to the server and send messages, and the server processes game logic. Player.IO also includes a variety of other features such as login/account systems, databases, leaderboards, and so on. Additionally, it is similar to Photon Cloud in that servers are hosted by the service, and cannot be self-hosted.

In this chapter we will cover the following topics:

  • What makes Player.IO different from Photon Server
  • Setting up a development server instance
  • Setting up the Unity client SDK
  • Connecting to Player.IO, joining rooms, and sending/receiving messages
  • Loading and saving data via BigDB
  • Generating instant object IDs client-side
  • Creating a simple multiplayer RTS prototype

Let's dive in.

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