Getting started with networking concepts

  Рет қаралды 8,929

Unity

Unity

Күн бұрын

Пікірлер: 38
@PastaEngineer
@PastaEngineer 16 күн бұрын
U6 has some incredible features
@wtsharpproductions
@wtsharpproductions 16 күн бұрын
I have an IT background. I understood a lot of the concepts that were talked about. Grinding Unity 2022.3 14 hours/day, and 7 days/week and loving it !! Great video!! 🤙👍
@longnguyenkim344
@longnguyenkim344 16 күн бұрын
Great video! I hope next videos will make state sync more clear
@kadirg.9475
@kadirg.9475 16 күн бұрын
In a Unity-based game server, we aim to host 100 players simultaneously (50 separate games with two players each). In this scenario, should the game sessions be hosted within a single Unity game server, or should each session have its own separate Unity game server? How to develop unity-based server which support multiple game sessions in single unity game server. If a single instance is used, does Unity Netcode support this configuration?
@captainnoyaux
@captainnoyaux 16 күн бұрын
I assume if you use NGO you'd beed multiple game servers. Otherwise you'd need to handle networking with your own backend. (Or maybe I missed your question, if someone can correct me)
@Crazy_Old_Liberal
@Crazy_Old_Liberal 10 күн бұрын
What is the best way to handle the cinemachine camera?
@lewel7286
@lewel7286 19 сағат бұрын
I did everything as shown in a video, however both host and client are desynced by position, rotation (partially) and the only thing working right is animator. I ensure that I managed distributed authority by checking owner and overriding OnIsServerAuthoritative. What do I miss, why animator works just fine, but position, rotation and IK not working? Should I add network transform or network object components somewhere inside of player`s child elements?
@lewel7286
@lewel7286 19 сағат бұрын
By desynced I mean really desynced. Host and client have been spawned nearby each other, however from client side they are far away from each other. And even if I manually move them face to face, client side player still watching host being far away. But animations working fine XD. (it's the laugh of madness btw, so much wasted time for nothing)
@qwerty6778x
@qwerty6778x 14 күн бұрын
I think URP/Lit roughness should saperate to BW img
@arbainrahat4578
@arbainrahat4578 16 күн бұрын
What If Host/Server player leave game? Is unity have host migration? In Client-Server game, server logic should run on dedicated server not on client side. Please make video how implement or run server logic at dedicated server, Also tell Is unity support this one?
@realtimberstalker
@realtimberstalker 16 күн бұрын
There is a button to launch in server mode.
@arbainrahat4578
@arbainrahat4578 16 күн бұрын
@realtimberstalker But they need to give video on how upload on any dedicated server not just for multiplay server.
@realtimberstalker
@realtimberstalker 16 күн бұрын
@@arbainrahat4578 Yes. They showed how to start the network manager as host. You can also start it as a dedicated server right next to it.
@leftyfourguns
@leftyfourguns 16 күн бұрын
Host migration is done with the Distributed Authority model, which they hopefully cover in a future video. This video was about the dedicated server model
@schalky182
@schalky182 16 күн бұрын
im glad multiplayer is getting better. but still a fair way to go catching up to unreal. most of this can be done in a handful of clicks of in ue5. the only upside is that you cant do client authoritive in unreal. but like you said server side is usually better anyway.
@3dgarYt40
@3dgarYt40 16 күн бұрын
By the time there is a version for Android, Godot already has one and it would be a great idea to eliminate the competition
@goADXX
@goADXX 16 күн бұрын
does using client host cost any money or is it 100% free?
@powersupersport
@powersupersport 16 күн бұрын
Purely client-server does not cost anything. Unity Relay and dedicated (cloud) servers cost money
@tboxfinn
@tboxfinn 16 күн бұрын
Can I completely use netcode for making a game multiplayer with P2P servers and uploaded to steam without problem? Or do I need to use facepunch steameorks too?
@CodeMonkeyUnity
@CodeMonkeyUnity 16 күн бұрын
You can use either the Unity Transport or the Facepunch Steamworks Transport (or any other Transport) Whatever you choose it does not affect the Netcode for Game Objects/Entities layer on top.
@gcstudios9091
@gcstudios9091 16 күн бұрын
Me who can barely make a cube in unity watching like I know what the heck is going on:
@MonsterCreations662
@MonsterCreations662 16 күн бұрын
yeah my boi
@YGDEV69
@YGDEV69 15 күн бұрын
It's a shame on us.
@MonsterCreations662
@MonsterCreations662 16 күн бұрын
Host Migration in NEXT Video
@kwcnasa
@kwcnasa 16 күн бұрын
Resume @14:00
@reaperz5677
@reaperz5677 16 күн бұрын
So how much are you going to charge for this one? 5eur per connection?
@MonsterCreations662
@MonsterCreations662 16 күн бұрын
100% Free For Pure Client-Server model but For Unity Replay and Dedicated(cloud) servers costs money
@中島アレサンドロ-p4x
@中島アレサンドロ-p4x 16 күн бұрын
bla bla bla , how about host migration?
@CodeMonkeyUnity
@CodeMonkeyUnity 16 күн бұрын
According to the roadmap it's marked as "In Progress" so hopefully some time in the future
@MEMATOR_3000
@MEMATOR_3000 12 күн бұрын
How about my unity 6 infinite shader compilation?
@中島アレサンドロ-p4x
@中島アレサンドロ-p4x 8 күн бұрын
@@CodeMonkeyUnity yeah sure like always "some time in the future"
@confortto
@confortto 16 күн бұрын
Knowing Unity, this has been deprecated already and a new solution will be available in 1.5 years.
@CodeMonkeyUnity
@CodeMonkeyUnity 16 күн бұрын
Netcode for Game Objects has already been around for over 5 years, this is not a new thing
@hughly
@hughly 15 күн бұрын
@@CodeMonkeyUnity fishnet is better, have you tried it before?
@UndeadZ60
@UndeadZ60 15 күн бұрын
@@CodeMonkeyUnity what are you doing here?
@Kenishura
@Kenishura 14 күн бұрын
@@UndeadZ60 i think he loves netcode for game objects (real)
@BlueGooGames
@BlueGooGames 14 күн бұрын
@@UndeadZ60answering negative comments maybe? 😂
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