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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

The client-side prediction


If a game employs server-authoritative physics, it usually also needs to employ client-side prediction of player-controlled objects in order to hide the effects of lag. However, this is a more difficult problem than it appears at the outset.

Let's say the server periodically broadcasts the state of all objects. If a player is predicting their own object (and sending inputs to the server), what happens when the player receives a server update? Usually, especially when moving, they snap backward to where they were a moment ago in a motion deemed "rubber-banding". This is because there is always a lag between the client and server.

  • Client sends input to server and begins moving (resulting in picture 2).

  • Server receives message and starts moving player (resulting in picture 3).

  • Server sends current position to client (snapping client back to the old position as shown by the dotted circle). The way Source engine and other games handle this involves a fair bit of bookkeeping...

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