Unity Multiplayer Games

Unity Multiplayer Games
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Table of Contents
Sample Chapters
  • Create a variety of multiplayer games and apps in the Unity 4 game engine, still maintaining compatibility with Unity 3.
  • Employ the most popular networking middleware options for Unity games
  • Packed with ideas, inspiration, and advice for your own game design and development

Book Details

Language : English
Paperback : 242 pages [ 235mm x 191mm ]
Release Date : December 2013
ISBN : 1849692327
ISBN 13 : 9781849692328
Author(s) : Alan R. Stagner
Topics and Technologies : All Books, Other

Table of Contents

Chapter 1: Unity Networking – The Pong Game
Chapter 2: Photon Unity Networking – The Chat Client
Chapter 3: Photon Server – Star Collector
Chapter 4: Player.IO – Bot Wars
Chapter 5: PubNub – The Global Chatbox
Chapter 6: Entity Interpolation and Prediction
Chapter 7: Server-side Hit Detection
  • Chapter 1: Unity Networking – The Pong Game
    • Introducing multiplayer games
    • Introducing UDP communication
    • Setting up Master Server
    • NetworkViews and state serialization
    • Writing a custom state serializer
    • Using RPCs
    • Initializing a server
    • Connecting to a server
    • Connecting to the Master Server
    • Registering a server with the Master Server
    • Browsing available servers
    • Setting up a dedicated server model
      • Servers in Unity
      • Compiler directives
        • Setting up a server console without Pro
    • Loading networked levels
    • Creating a multiplayer Pong game
      • Preparing the Field
      • The Ball script
      • The Paddle script
      • Keeping score
      • Displaying the score to the player
      • Networking the game
      • Spawning paddles
      • The networked ball
      • Networked scorekeeping
      • The Connect screen
    • Summary
  • Chapter 2: Photon Unity Networking – The Chat Client
    • Differences between PUN and Unity Networking
    • Setting up PUN with Photon Cloud
    • Using PhotonViews
    • Connecting to Photon and getting a list of rooms
    • Creating and joining rooms
      • Creating rooms
      • Joining rooms
    • Filtering results by user preference
      • Filtering arrays
      • Filtering and caching a room list
    • Automatic matchmaking
    • Finding friends
    • Syncing a level between players
    • Creating a chat client
      • The Connect screen
      • The Lobby screen
      • The chat room
        • Adding friends lists
    • Summary
  • Chapter 3: Photon Server – Star Collector
    • Dedicated servers
    • Getting Photon Server
    • Creating a server application
      • Creating a class library
      • Responding to operation requests
      • Deploying the server code
    • Connecting from Unity and passing messages
    • Creating a game logic class
    • Assigning player IDs
    • Building a star collector game
      • Preparing the class library
      • The Actor class
      • Sending an ID to a player
      • Keeping track of the game state
      • Spawning and picking up stars
      • Broadcasting events
      • Connecting from Unity
      • Creating/destroying actors
      • Controlling the player
    • Summary
  • Chapter 4: Player.IO – Bot Wars
    • Player.IO versus Photon Server
    • Getting and setting up a development server
    • Setting up the Unity client SDK
    • Connecting to Player.IO
    • Getting a list of rooms
      • Connecting to rooms
    • Creating rooms
    • Random matchmaking
    • Sending/receiving messages
      • Server-side code
    • Working with BigDB
    • Creating a simple RTS prototype
      • Server-side code
      • Client-side code
    • Summary
  • Chapter 5: PubNub – The Global Chatbox
    • Overview of PubNub
    • Getting started
    • How PubNub works
    • Parsing JSON from PubNub
    • Building a PubNub interface
    • Creating a global chatbox application
      • Publishing chat messages
      • Displaying chat logs
    • Summary
  • Chapter 6: Entity Interpolation and Prediction
    • Entity interpolation
    • Client-side prediction
    • Rigidbody simulation
    • Creating a networked object
    • Adding naive interpolation
    • Improving interpolation
    • Preparing for server authoritative movement
    • Implementing server authoritative movement
    • Notes on hacking
    • Summary

Alan R. Stagner

Alan R. Stagner is an independent developer with a passion for Unity3D game development. He was introduced to programming by his father, he sought out different ways to create games in a variety of languages. Most recently, he found the Unity game engine and was instantly hooked, and discovered his love of multiplayer game development. He has also dabbled in database and server programming from time to time, mostly involving PHP and MySQL with recent forays into ASP.NET.

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Submit Errata

Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


- 2 submitted: last submission 08 May 2014

Errata type: Code | In the code bundle.


Folder name: 2328OT_01_Code

In files

1) 2328OT_01_12.cs
2) 2328OT_01_14.cs
3) 2328OT_01_17.cs
4) 2328OT_01_19.cs

"p1score" and "p2score" needs to be replaced with "p1Score" and "p2Score", at all the instances.


Note: The code provided in the book on page 47, 48, and 49 is correct.



Errata type: Technical | Chapter number 1

 Unity uses the UK spelling (Behaviour), not the US spelling (Behavior).

This appears to be the case for all instances in the first chapter. It doesn't appear to be a problem in the rest of the book.

Sample chapters

You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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What you will learn from this book

  • Use Unity networking for in-game player-hosted servers
  • Create cloud-based games with Photon Cloud
  • Employ dedicated servers for massive multiuser environments
  • Make game logic server-authoritative
  • Deal with latency and unreliable networks
  • Use PubNub for HTTP-based push messaging
  • Employ Player.IO to persist game data to the cloud
  • Use various forms of networked entity interpolation

In Detail

Unity is a game development engine that is fully integrated with a complete set of intuitive tools and rapid workflows used to create interactive 3D content. Multiplayer games have long been a staple of video games, and online multiplayer games have seen an explosion in popularity in recent years. Unity provides a unique platform for independent developers to create the most in-demand multiplayer experiences, from relaxing social MMOs to adrenaline-pumping competitive shooters.

A practical guide to writing a variety of online multiplayer games with the Unity game engine, using a multitude of networking middleware from player-hosted games to standalone dedicated servers to cloud multiplayer technology. You can create a wide variety of online games with the Unity 4 as well as Unity 3 Engine.

You will learn all the skills needed to make any multiplayer game you can think of using this practical guide. We break down complex multiplayer games into basic components, for different kinds of games, whether they be large multi-user environments or small 8-player action games. You will get started by learning networking technologies for a variety of situations with a Pong game, and also host a game server and learn to connect to it.Then, we will show you how to structure your game logic to work in a multiplayer environment. We will cover how to implement client-side game logic for player-hosted games and server-side game logic for MMO-style games, as well as how to deal with network latency, unreliability, and security.

You will then gain an understanding of the Photon Server while creating a star collector game; and later, the Player.IO by creating a multiplayer RTS prototype game. You will also learn using PubNub with Unity by creating a chatbox application. Unity Multiplayer Games will help you learn how to use the most popular networking middleware available for Unity, from peer-oriented setups to dedicated server technology.


An easy-to-follow, tutorial manner that uses the learning-by-example approach.

Who this book is for

If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

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