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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 – 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

Player.IO versus the Photon Server


Player.IO does a number of things differently from Photon Server. One of the biggest differences is that Player.IO is cloud-hosted. That is, your game code runs on a cluster of shared servers (whereas Photon requires you to host your own server), and it is also possible to rent dedicated clusters in this cloud. Additionally, Player.IO is room-based. Upon connecting to Player.IO, you specify a room to connect to, and players are segregated into different rooms. For instance, in an MMO you might have different "rooms" for regions in the world. Without a dedicated cluster, rooms are limited to 45 players. If you rent a dedicated cluster, there is no limit.

One final, big difference in Player.IO: as Player.IO was originally designed for Flash applications, and Flash does not support UDP, Player.IO supports TCP only. Additionally, Player.IO has a strict limit on message processing, and too many messages can result in disconnects.

Other than that, most concepts...

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