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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Unity Multiplayer Games

Alan R. Stagner

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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Book Details

ISBN 139781849692328
Paperback242 pages

Book Description

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.

Table of Contents

Chapter 1: Unity Networking – The Pong Game
Introducing multiplayer games
Introducing UDP communication
Setting up the 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
Loading networked levels
Creating a multiplayer Pong game
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
Filtering results by user preference
Automatic matchmaking
Finding friends
Syncing a level between players
Creating a chat client
Summary
Chapter 3: Photon Server – Star Collector
Dedicated servers
Getting the Photon Server
Creating a server application
Connecting from Unity and passing messages
Creating a game logic class
Assigning player IDs
Building a star collector game
Summary
Chapter 4: Player.IO – Bot Wars
Player.IO versus the Photon Server
Getting and setting up a development server
Setting up the Unity client SDK
Connecting to Player.IO
Getting a list of rooms
Creating rooms
Random matchmaking
Sending/receiving messages
Working with BigDB
Creating a simple RTS prototype
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
Summary
Chapter 6: Entity Interpolation and Prediction
Entity interpolation
The 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
Chapter 7: Server-side Hit Detection
Client-side versus server-side hit detection
Creating a testbed
Moving hit detection to the server
Entity rewinding
Summary

What You Will Learn

  • 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

Authors

Table of Contents

Chapter 1: Unity Networking – The Pong Game
Introducing multiplayer games
Introducing UDP communication
Setting up the 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
Loading networked levels
Creating a multiplayer Pong game
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
Filtering results by user preference
Automatic matchmaking
Finding friends
Syncing a level between players
Creating a chat client
Summary
Chapter 3: Photon Server – Star Collector
Dedicated servers
Getting the Photon Server
Creating a server application
Connecting from Unity and passing messages
Creating a game logic class
Assigning player IDs
Building a star collector game
Summary
Chapter 4: Player.IO – Bot Wars
Player.IO versus the Photon Server
Getting and setting up a development server
Setting up the Unity client SDK
Connecting to Player.IO
Getting a list of rooms
Creating rooms
Random matchmaking
Sending/receiving messages
Working with BigDB
Creating a simple RTS prototype
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
Summary
Chapter 6: Entity Interpolation and Prediction
Entity interpolation
The 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
Chapter 7: Server-side Hit Detection
Client-side versus server-side hit detection
Creating a testbed
Moving hit detection to the server
Entity rewinding
Summary

Book Details

ISBN 139781849692328
Paperback242 pages
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