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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

Implementing server authoritative movement


Now that we have our script structured the way we need, we can go ahead and implement the rest. First, we'll create a structure to hold move commands:

// represents a move command sent to the server
private struct move
{
  public float HorizontalAxis;
  public float VerticalAxis;
  public double Timestamp;

  public move( float horiz, float vert, double timestamp )
  {
    this.HorizontalAxis = horiz;
    this.VerticalAxis = vert;
    this.Timestamp = timestamp;
  }
}

On the server, we'll store a buffer of move states sent from the client. We'll also keep a reference to our Player script for the client and server:

// a history of move states sent from client to server
List<move> moveHistory = new List<move>();

// a reference to the Player script attached to the game object.
Player playerScript;

// get the Player component
void Start()
{
  playerScript = GetComponent<Player>();
}

Now, in FixedUpdate we'll grab the current move state...

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