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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

Parsing JSON from PubNub


All responses from the subscribe service are structured as follows:

  • An array, containing:

    • An array of new messages since the last call to subscribe

    • A new time token to use for the next call

The first time you make a request to subscribe, you get something like this:

[[],"13782280489181338"]

This is a JSON array. The first is an array of messages—for the first request, it will be empty. The second entry is a string, and it is the new time token to use.

After the first request, you'll see something that looks more like this:

[[ "Some message here", "Another message here" ], "13782280489181345"]

Now, the first entry isn't full. It's an array of strings (in fact, these are JSON data which means they can hold any data you want, but in the case of our chat application we are sending string values). These are all of the new messages which have been published to the channel since the last time you subscribed.

To parse this, we'll use a JSON parser made for Unity called SimpleJSON...

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