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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

Connecting from Unity and passing messages

Connecting to a Photon Server from Unity is very simple. You just need to specify the IP, port, and application which you want to use (in this case, we will specify PhotonAckServer as the application). Each application defined in the Photon Server configuration will run alongside each other—this lets you run a number of different server types such as master servers and game servers on a single physical machine.

Let's create a script to connect to Photon, service the connection ten times per second, and sends a test message to the server (which responds with an acknowledgement message).

First, we'll start with this:

using UnityEngine;
using System.Collections;
using ExitGames.Client.Photon;

public class PhotonAckClient : MonoBehaviour, IPhotonPeerListener
{
}

We'll add some variables to the top of the script:

public PhotonPeer peer;
private bool connected = false;

In Start, we'll connect to the server and kick off a co-routine...

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