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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

Writing a custom state serializer

While initially a game might simply serialize Transform or Rigidbody for testing, eventually it is often necessary to write a custom serialization function. This is a surprisingly easy task.

Tip

Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

Here is a script that sends an object's position over the network:

using UnityEngine;
using System.Collections;

public class ExampleUnityNetworkSerializePosition : MonoBehaviour
{
  public void OnSerializeNetworkView( BitStream stream, NetworkMessageInfo info )
  {
    // we are currently writing information to the network
    if( stream.isWriting )
    {
      // send the object's position
      Vector3 position = transform.position;
      stream.Serialize( ref position );
    }
    // we are currently reading information from the network
    else
    {
      // read the first vector3 and store it in 'position'
      Vector3 position = Vector3.zero;
      stream.Serialize( ref position );
    
      // set the object's position to the value we were sent
      transform.position = position;
    }
  }
}

Most of the work is done with BitStream. This is used to check if NetworkView is currently writing the state, or if it is reading the state from the network. Depending on whether it is reading or writing, stream.Serialize behaves differently. If NetworkView is writing, the value will be sent over the network. However, if NetworkView is reading, the value will be read from the network and saved in the referenced variable (thus the ref keyword, which passes Vector3 by reference rather than value).

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Unity Multiplayer Games
Published in: Dec 2013
Publisher: Packt
ISBN-13: 9781849692328
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