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Unity Virtual Reality Projects

You're reading from  Unity Virtual Reality Projects

Product type Book
Published in Sep 2015
Publisher Packt
ISBN-13 9781783988556
Pages 286 pages
Edition 1st Edition
Languages
Author (1):
Jonathan Linowes Jonathan Linowes
Profile icon Jonathan Linowes

Table of Contents (18) Chapters

Unity Virtual Reality Projects
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Virtually Everything for Everyone Objects and Scale VR Build and Run Gaze-based Control World Space UI First-person Character Physics and the Environment Walk-throughs and Rendering Using All 360 Degrees Social VR Metaverse What's Next?
Index

Multiplayer networking


Before we begin implementation, let's take a look at what multiplayer networking is all about and define some terms.

Networking services

Consider a situation where you are running a VR application that is connected to a server, and several of your friends are running the same application on their own VR rigs at the same time. When you move your first-person view within the game, shoot things, or otherwise interact with the virtual environment, you expect the other players to see that, too. Their version of the game stays in sync with yours and vice versa. How does this work?

Your game creates a connection to a server. Other players are simultaneously connected to the same service. When you move, your character's new position is broadcast to each of the other connections, which then updates your avatar's position in their own views. Similarly, when your game receives the changed position of another character, it is updated in your view. The faster, the better. That is...

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