Unity Multiplayer Game Development #1 - New Networking Solution
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- čas přidán 5. 06. 2024
- Unity Multiplayer Game Development #1 - New Networking Solution. Hello guys, this is my first update video showing the progress on my current Unity project. I’m currently working on developing a multiplayer game. I hope to use this series to share my experiences and the progression of developing this game.
The current plan for this game is unknown although it is being thought about. Currently I’m implementing common multiplayer features and basically making a first person shooter game. As I figure out what kind of game I plan on making out of this, the features I add will start to be more specific to the kind of game I'm trying to make.
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@tomweiland 's Unity Multiplayer Networking Series (Dedicated Server): • Connecting Unity Clien...
@DapperDinoCodingTutorials 's Multiplayer Networking Series (Mirror/Unet): • How To Make A Multipla...
@RugbugRedfern 's Multiplayer Networking Series (Photon): • Multiplayer FPS in Uni...
My Previous Video: • 5 Years of Making Game...
My Website: zxgames.net
My Discord: / discord
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Music:
(0:00)
Title: Memo
Artist: super noot ensemble
Source: • Memo | cute, 8 bit, ch...
#Devlog #GameDev #Multiplayer #Unity3D #Unity #IndieDev #LowPoly #GameDevelopment - Hry
Just wanted to give a disclaimer that what I said in this video about Unet/Mirror is not entirely true. Unet/Mirror does have a host migration feature and is able to be built as a dedicated server. It was not my intention to downplay any networking solution in this video and I am sorry if It was portrayed that way. I will make sure to do better research in the future! :)
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Anyway, thanks for watching and join my discord if you want to see more behind the scenes updates of my progress! discord.gg/7rGAAqC Or just chat with the community.
It has exspired
@@dqgs4102 Fixed it thanks!
@@xzippyzachx No problem
Ok
@@dqgs4102 :)
I'm a bit late to the party, but I just came across this when checking how some of my own videos were ranking in search :P
Thanks for the shoutout, I'm looking forward to seeing where you take this!
Good to know that its definitely ranking in the search. Glad to know that your interested where I take this project. Eventually I think it will become something bigger than just an FPS shooter.
@@xzippyzachx MMO? :P
@@xzippyzachx haha now you REALLY can't drop the project
@@xzippyzachx I have a question, do we have to pay money for uploading in multiplayer servers like paying money for uploading a website?
@@avirupghoshal9720 For development purposes you can host it on your own dev environment. But in a production scenario, for sure, you would have to pay for the hosting machine + networking + fallback solutions (if any)
That's epic, right now I'm just following brackeys tutorial to make a game for just friends, but if I plan on making a better one then I will do "Tom's solution". Your stuff is dope bro
Thanks :p
If you u use mirror can you please tell how to reduce jerkiness on the player movement
@@frazix7075 Uhhh I have not used unity in a while, but I did use mirror and found the same problem you did. So sorry I don't have the answer :/
Awesome! You're very far ahead with your game. I wish you the best of luck. Also, been a friend of Tom for a while. His solution is great, I'm using it for one of my games.
Thanks! I am slowly working on the game here and there. Yes I'm really happy I found Tom's videos.
looking really cool, ill be sure to watch these!
New update video coming in a few days!
I like it! I noticed that your weapon clips, I know this is still new and early, but you can using different culling mask to only display desired animations eg, first person in first person and third observable from an observer point!
I think I know what you mean. I am using culling masks right now with the weapons but only when you aim down sights. There are actually two cameras on the player. One camera just renders the weapons and the other camera renders everything else. The problem is if they are on different culling masks the environment shadows don't appear on the weapons. That's why I only use the culling masks when the player aims down sights right now. Let me know if you have any suggestions.
Hey dude. From what you designed into your game, I really like the movement. It is unique and if you are able to implement a fully working Chat / Login / Menu / ... /, I honestly believe it will be pretty good as well. Good luck, I would love more updates and I will support your game bro.
Thanks! Make sure to watch my other update videos if you haven't.
i love the cute models you made. Though the UI is a bit small for my tastes; I just like big, readable things so I don't have to squint at something that is relatively far away from my target on screen. It makes for more efficient gameplay imo.
Thanks! Yeah the UI defiantly needs to be more clear. I just have some simple placeholder UI for now.
@@xzippyzachx what's the games name, so far.
That introduction of yours, makes me feel sure we're almost, if not, in the same mindset
So I believe I finally found a good solution, thank you!
After watching this I'll go watch Tom's videos
Glad I could help! :p
Ultra Cool!
This is actually amazing
Thanks! Glad you like what I'm working on
Tom is a life saver
Yep!
Great video! I would simply add that a host-based networking solution can have host migration so that when the host leaves the game it can still go on for the other players (and someone else would become the host).
Yep, I was unaware of that when making this video. Host migration is the way to go if you are using client based hosting
@@xzippyzachx Ah and I just realized you had already mentioned it in your pinned comment..
That project looks awesome. I also followed Toms Networking tutorials before i found your videos. Are you planning to make a full series about it? Or maybe a course on udemy, or making a patreon page and events where you code a game together with patreons/subscribers. Not that i don't like free content, but i don't like people getting nothing out of it when learning others some awesome stuff ^^
Knowing where to start when making a multiplayer is currently a mess in unity, because of the transition to their new solution/s - would really appreciate it & many others aswell
I currently don't have any plans for teaching Unity multiplayer myself. I do know that Tom is working on a new networking solution. He is also planning on doing live streams which will be like a code together and teaching live stream for Unity multiplayer. I would join Tom's discord to keep up to date and ask for help about Unity multiplayer and networking. Thanks for watching my video!
@@xzippyzachx thanks alot for the infos, keep tinkering :D
wow your real good at stuff im just starting. I made a layer !
Thanks!
nice video!
Thanks!
thx man
THank you :D
No problem! :p
Thank you! I love this networking solution. I am going to try it.
Great! Good luck! :p
Thanks for the video and links
No problem 👍
For ue4 users, uNet is a listen server, and Tom's is a dedicated server. For Tom's server solution, I believe that you need several computers running this if you are planning on having a larger player base.
Yes each server would need its own machine to run it. So you would probably rent cloud hosting to run your servers.
Terimakasih
Sama-sama :p
People really have no clue how bad UNet is. It is definitely better you switched. However I don't think you realize the boat you got into. You are starting to understand I can see that, I would be happy to see more videos as they come (getting to see you develop from a sailor to a captain). :)
Thanks! I know that making a multiplayer game is a big boat to sail, but I'm mostly working on this project for fun at my own pace. Glad that you are interested to see where I'm going with it.
Hey! Are the collisions and movement all serversided like in Tom's tutorials? If so, are you using any client prediction?
Collision is all server side. I don't have any client prediction yet.
@@xzippyzachx Have you implemented the server code inside unity or used bepuphysics or any other 3rd party physics library??
great! :)
Thanks!
Thing is about this, you could use both networks to add y'know,
dedicated servers AND player created lobbys so that players could play with their friends AND practice with other players
Two networking solutions would have been a pain to implement together
@@xzippyzachx Still, the results would be worth it. I wonder if theres a network that lets you do that though.
Awesome video mate! Just wondering what hosting service you're using to run the server?
I am just running the server on my own pc during development. I will most likely be looking into using cloud hosting services from Google or Amazon for the official servers.
@@xzippyzachx Cheers for the reply, best of luck with it all
I've also been followed the Net tutorials by Tom Weiland and Kevin Kaymak as well, but today I've decided to go with "Mirror Networking" solution, I've been disappointment with Photon and UNet in the past., but the Mirror is free and can be used as a dedicated server as well... Making networking from scratch and transferring all those bytes could get very confusing at some point of development, so i decided to go with Mirror for now, just to speed up development process of my game, but I think that Tom Weiland (Kevin Kaymaks) solution is brilliant and I'll keep learning it.
Mirror is a perfectly good solution to use. It really depends on your preference weather or not you want to have full control of everything by using Tom's/Kevin's solution or if you are ok with not having 100% control of everything by using something like Mirror. But Mirror still gets the job done just with a lot of pre coded modules. Also I am pretty sure Mirror is Unet but upgraded by the community. Anyway good luck, hope you enjoy my game updates! :p
@@xzippyzachx Yes, I think Mirror has everything I need, but I'm only afraid of lagging, I've tested both on my dedicated server with default settings (but with the different game scenes :/) and Tom Weiland solution seems a little bit faster. Mirror is another word for UNet as I see, the concept is the same, I've been enjoying UNet so much in the past. Keep rocking in a free world, you're doing very enjoyable videos! ;)
@@juressic3881 If you want to stick with the UNET familiar approach you can also check out MLAPI. Just like Mirror, it was forked from UNET and has had hundreds (if not thousands) of improvements/fixes done to it by the community. While it has a slightly smaller community and less documentation than Mirror, it has better performance and is also more modular (it's super easy to swap out the transport layer). The guy who maintains MLAPI actually works for Unity.
There's a good writeup by the creator on MLAPI vs Mirror available here: mlapi.network/blog/2019/03/13/the-current-state-of-unity-networking-a-critique-of-mirror/
Also, Unity themselves actually did a blog post last month (it was literally just updated yesterday) covering the current available net options for Unity and comparing the different routes factoring in features, performance, ease of use and even cost - blogs.unity3d.com/2020/09/08/choosing-the-right-netcode-for-your-game/
If you scroll down a bit, there's a table and a flowgraph showing their ratings and opinions of some of the most popular examples. TLDR; For most client-server games requiring 64 or less players per session (so basically anything other than an MMO or large-scale battle royale), MLAPI is their generalized recommended approach for the moment (obviously, the type/genre of game and specific requirements can alter that recommendation).
PLEASE CONTINUEEEEE
Yes I am still working on the project. Make sure to watch all my other update videos :p
Niceeee
Thanks
@@xzippyzachx ur welcome
Is your game inspired by Due Process? They look 99% the same. Nice video.
Yes one of the game modes is inspired by Due Process or Rainbow Six Siege. I'm calling it Barricade & Breach. But the game will have many different game modes as well.
what keyboard do you use? the flat key setup looks good on it
Razer ornata chroma
Yo! I found your video by accident but i will watch every single video that you realise. I'm looking for solution to make a VR game. Do you think that this will fit? Take care
I am making a non VR game. If you are interested in making a VR game I would look at Valem's videos on CZcams. He has a series on making VR games in Unity! I hope you continue to watch my multiplayer series too. Thanks!
@@xzippyzachx I will ! Yea and i'v checked that guy but his making a vr on oculus rift :/
Im more interested in google cardboard 1st - they are cheap 2nd- ppl will more likely try 5$ cardboard then pricy oculus or htc view. In my opinion VR should be for evry1 in resonable price (im Polish, here to buy good vr headset you have to spend
full payout xDD)
Awesome video! Is the server free?
Thanks! Well if you host a server on your own computer then its free. But official servers would be hosted on a cloud hosted virtual machine which would cost money.
i lofve izppyzach >3
thanks men looking for multyplayer system
Enjoy!
I dont even know a thing about scripting but this can help me
I suggest watching Brackeys series on CZcams about how to program in c# if you want to learn to code!
Can you make tutorials? I feel like you would be good at it. If you do, please make one on guns.
I could. Most of the core multiplayer mechanics are taught in Tom's tutorials. You should check them out if you haven't.
Hi. I just wanna ask if this New Networking System that Tom's using/teaching is also applicable on mobile? and can you give me an idea how to connect it if I'm going to make my laptop as a server? Thanks. ^_^
I am not sure if it works with mobile. I haven't tried it.
The map looks well designed for advanced movement, like cod advanced warfare movement
And it would separate it from the crowd
Which map are you referring to? One of the ones from my old game?
@@xzippyzachx nah, yr current game
@@t72oftruth66 Its just a simple map for now
apologize in advance still new to this. so Dedicated server, mirror, unet, photon are unity supported network multiplayer servers? are there any others. from free to paid?
A dedicated server is a type of multiplayer solution. Mirror, Unet, and Photon are multiplayer assets made for Unity. Yes, there are many more as well. I would do some research on how networking works for multiplayer games.
Hey! Can you make a tutorial for game hosting with map picker like in 1:55 ? Thanks
What do you think about photon .. please share your thoughts is it good to go with for mobile platform(android)
Photon is a great solution to start with if you are new to networking. I does a lot of the hard stuff for you and works with mobile. Go for it.
Looks promising !
How would you implement the email-adress system to log in?
I am using Firebase as my authentication service. Its very easy to use! I would check it out. Just google "Firebase unity authentication". Thanks!
I've been having trouble in my multiplayer game with the player mesh, its clipping strangely with the camera. So I put it on too another layer then use the layer mask to hide it, but the other player (player2) cant see the mesh of player 1 and player 1 cant see the mesh of player 2. How do I fix this?
Sounds like you need to use different player masks for the other players in order to show there meshes.
@@xzippyzachx not really understanding, do have a link to a video or website that can explain this.
Never mind I figured it out, thanks for the help!
Hey Zach did you ever finish this game? i'm working on one myself atm but havn't gotten this far along yet.
I am still working on it. Feel free to watch all the devlogs on my channel
Hi, I am really new to this so this might sound stupid, how do u make a multi-player game that is playable anywhere and not just in a local network? Also, was your game a local game or was it playable from anywhere?
Ayush Koul I’m new too but I’m pretty sure it’s actually online and not local
hey do u know if there’s a way to make multiplayer without coding at all?
Tom's networking solution is capable of connecting players that are on different networks. The one thing that you have to know how to do in order for players from other networks to connect is port forwarding. Port forwarding needs to be done on the server's network.
@@xzippyzachx is this solution free or does it require some kind of paid service. I am very new so I can't understand how you can make a server that other people from different networks can connect to
@@xzippyzachx i want to ask the same question as koul, it this a free alternative to Unet?
where can i find the model/asset like those weapons?
Did you look on the unity asset store?
Hey how can I do single fire for a pistol instead of automatic? My pistol just goes full auto when I hold down left click
Use Input.GetMouseButtonDown. It only gets called once when you mouse click
@@xzippyzachx I figured it out after I posted this, but thanks anyway lol
Hi can you plz help me I have a project where I have made s fps hands but I want when other players see me than they should see the character not only hands how can I make fps hands to a character
This depends on how you have your character rig all setup. Its too big of a topic to explain here but I suggest looking for tutorials on CZcams.
@@xzippyzachx yes I have searched for it many times but I didn't got any satisfied result can u make a tutorial on it please
please, please finish this, i have yet to come across a goood enough multiplayer tutorial series that reallly ended, btw if you feeel like you willl not continue this please atleast make a video on "how would you end a match"
As of now I plan to keep working on the game at a steady pace. I will eventually be getting to how matches will work and when they will end. That's a little ways away yet though. Thanks for watching!
Hey i have question if we are using login/register system on tcp connections it's secure?
I use Firebase for user authentication
Can you show us how to make a mobile multiplayer because iam having a problem with photon 2 with the joystick .the first player the joystick works great for the second player the joystick is not working at all
I have never made mobile multiplayer so I am not the person to ask sorry. :p
Hope you can finish this before 2021.
Probably not :)
@@xzippyzachx Sad :c
bro which is the best replacement for Photon PUN networking ? with less cost
I really can't say which one is the best. You can have a look at Mirror which is another solution like Photon PUN. Or you can use a custom solution like Tom's
have you hosted this. I made a udp server but it doesnt seem to work when hosted... I already have a tcp solution but Im wondering if this udp system can be hosted so I can try it
Have you port forwarded your router? If you want players from online to connect you need to port forward.
@@xzippyzachx yep, forwarf ported open port createe floating port
Can I use a free server from amazon as the host server? If so which? Theres so many solutions and I dont know which to pick.
I have never looked into amazon's hosting services. So I'm sorry I don't know :(
Try out Photon networking (PUN). Active community, super easy to use and best of all - it has a built in load balancing / matchmaking system. They will even host it for you - or you can host it your self. I recommend it as a mature networking solution (their server platform is mature and extensible, too)
You should make a tutorial series
I don't plan on making one since its a lot of work to make. But links to other people's multiplayer tutorial series are in the description.
@@xzippyzachx ok
Could a raspberry Pi 8gb be able to be the host of a server in this scenario?
It should work. But its computing power is limited so it may not work as you have more players connected.
@@xzippyzachx thanks so much for the quick reply, I think in that case it should do the job for me.
Does this option work for p2p connections? I need a local connection via Radmin
This is a server > Client solution. It uses a dedicated server
Hey man! Can you create a tutorial for the account system!
This has been suggested by many people. I am thinking about it and may do one, but I don't know yet. :)
xzippyzachx thanks for the reply
@@xzippyzachx okay.
hello there good videos but I just have one question, how to use animations with the new networking solution??? please
Your main animation controller would be on the server. Then you just have to pass the animation parameters from the server to the clients.
@@xzippyzachx ok , thanks
How did you make the animations?
Most of the animations are from the www.mixamo.com/ animation library
Hello Xzippyzachx, I'm making a Multiplayer team game but the issue is I'm just starting out and I have followed through Tom Weiland tutorial and now I have no clue what to do next. Can you please guide me on what to do next? Thank you
After Tom's tutorials are done you should have all you need to make a game on your own. I don't think there is much I can do to help other than give you this advice. Have you made other games before? Making a multiplayer game when you are just starting out with game dev is not always the best idea as it takes a lot of self knowledge to make one and its not that easy for others to help you. :)
How much does it cost to create this solution? For example, Photon makes you pay if you have a certain number of players. Also, what is the scalability of this solution? Would this work for thousands of players being able to play across multiple servers at once?
This is a custom solution. So its free to make! But it costs money to host the server. Think of Minecraft. You can just download a server on your own pc and run it or you can pay for a server that is hosted my Microsoft or someone else. This solution is very similar. If you are going to host the servers for your players then you will have to pay to host them in the cloud. Overall it should be cheaper than Photon but much more work for you to get working. Idk the exact costs. It depends of what hosting companies charge.
As for scalability, this is a custom solution so its possibilities are pretty much endless. But again its up to you to add the features you need. For your last question. I mean it should. But again its up to you to build a system that would allow thousands of players being able to play across multiple servers at once.
If you don't want to implement all these complex things yourself I wouldn't suggest a custom solution like this. Use another more streamlined solution like Photon or Mirror or MLAPI. Good luck!
@@xzippyzachx this makes sense. Thank you.
Do you have to pay to implement Unet or toms networking system
Tom's networking solution is free other than Hosting your server of course. Mirror(The new Unet) is also free I believe other than Hosting your server but it does have a pro version that adds more features.
@@xzippyzachx thanks
I have a question
That even with new network system the machine on which server will be running so that machine needs to be on like 24/7
The computer that is running the server needs to be on when you want to be able to join the server yes. So if you want the server to be usable 24/7 then yes it will have to be on all the time.
@@xzippyzachx thank you
@@xzippyzachx also one more thing can you also make a tutorial on racing or fighting game
@@Random-uo8sp Tutorials are a lot of work and I don't have the time right now unfortunately
@@xzippyzachx oh my bad
I have a question, do we have to pay money for uploading in multiplayer servers like paying money for uploading a website?
You have to pay money to host servers in the cloud yes. But if you are just playing with your friends you can host the server on your own computer for free.
Hey,
Nice video but i think you are a little wrong here ,
you can do all the things you mentioned also with unet,
but not with High Level API , Unet also has Low level api witch you can code every thing on your own just like the method you are using right now ,
and in fact you can make a headless build of unity and put it on your deticated server to act as host ,
Yes, you are right. At the time of making this video I clearly did not do my research and I regret that. What you are saying has been pointed out to me by others already. Anyway Mirror (The Improved Unet) is still a great networking solution to use! Thanks! :p
@@xzippyzachx Agree , and with a better community :) also Subscribed :P
Thanks!
If a player who is the host leaves the game one of the clint becomes the host and other clients are not disconnected...
Yes this is called host migration. I was not aware of this feature when I made my first multiplayer game with UNET
Dude, I am a VR developer currently I am working on a multiplayer project I want my multiplayer to connect in a server and interact through voice do you know any solutions for that......
I haven't looked into how to sync a voice chat.
hey man, can tou help me? i used the tom's tutorials too, but i want mine to be 2D, so i adapted the code for 2D but somehow i cant move in the server(as local player), pls if you have some free time help me
Have you asked for help in Tom's discord server? If you explain your problem in detail they should be able to help you.
@@xzippyzachx yeah, i asked but we could not find any solution ;-;
pun have nice api and all, but if youre serious about making your game, imo its bad choice - they charge you based on CCU. Imo all service-based solutions arent good for business, youll end up paying way more than if you just have dedicated server and normal client-server architecture ; cheers;
That's why I am making my own dedicated server :) cheers back!
Is your server running on Unity, or is it a C# console app?
In unity
@@xzippyzachx How can it be in unity? I saw Toms vid and its a C# (.NET) app.
@@TheBooban He changes the server to run in unity. He does this in episode 6+. I did the same thing because it is much easier to work in unity
xzippyzachx wha....?! I don’t even know what runs in unity means. A unity app gets ported to different platforms, it can run on an iphone, so I don’t get it. Toms game server could run on an iphone? I expect the game server needs to run on a linux server if we are going to have it hosted. So confused! :(
@@TheBooban You would build the unity (Server) project for windows or linux. I am personally using windows but my game is also only for windows. I am not sure it it would work for mobile. I would recommend watching all of Tom's tutorials if you are interested how it works in depth.
UNet had for server two modes:
1. Dedicated Server - The unity instance will act like dedicated server. Like we know from minecraft.
2. Client + Server - You host server and join also (like you also showed in the video)
In other words: You are telling people wrong things and thats sad because people want to learn right and use it right.
The only thing is with unet is it cannot be real console software like wie could do in c#. But its ok so. how would we load scenes, gameobjects and decide who collides with who if we have no information about it?
If you don't want low level (like Tom Weiland's tutorial) you can us successor of UNet -> Mirror. At the moment Mirror has soo nice features. The code generation makes easy to implement features.
At the time of making this video I don't think I was aware of the dedicated server method in Unet. When I made my previous game I used the Client + Server method. I was not trying to tell anyone what they should use and why. I was just explaining my reasoning at the time for making my decision. I guess I did not have all the information straight and I am sorry if it is miss leading.
Not sure what you mean when you talked about loading scenes, gameobjects and decide who collides with who.
And yes Tom's solution is low level and highly customizable where as Mirror is easier to use but less customizable.
@@xzippyzachx What I just wanted to say with collisions was a pure console server itself has no information about the scene and about the current situations in the scene. Example if you shoot then the server cannot tell where and with what the projectile will collide.
This means one of the client needs to tell the information to the server. But this would be then clientsided logic.
Otherwise the example from tom need to be written in unity and also start the server in unity editor / game to have these informations.
@MaZy Oh so what you are saying is that not all the logic is server side. I see what you meant now
Hey where did you find those characters? I want those too
I made them :)
@@xzippyzachx have you made any tutorial for how you made them
@Prince Raj Krishna I haven't but look at this video. czcams.com/video/Ljl_QFs9xhE/video.html He makes a similar character. :)
@@xzippyzachx thanks bro!
Can u tell that how much money is needed for multiplayer game in case of number of players...??Please
I wouldn't know. It will depend on your server hosting prices.
@@xzippyzachx For own server....is it priceless or ???
If you host your own server the only cost would be the internet bill and electricity bill
Bro I don't have a server so can I make a game where in the other players can host their own room and there is no data load on my pc?
Yeah, it sounds like you want to use a peer to peer networking solution
@@xzippyzachx yes bro so what will I have to do?
Can I use that server in unreal Engine 4
No, this networking solution is made for use in unity
Can i make a c++ server like this?
Well the exact source code that Tom made is written in c#, but networking can be done with almost any language so yes you could make a server in c++ I am pretty sure.
Why you don't use photon pun? It is easy and reliable
I have looked at photon pun before. It's is a room based multiplayer system similar to Unet. Photon pun is great for multiplayer games that revolve around room based matchmaking. For the game I want to create, I am planning on using a dedicated server as I showed in the video. Thanks for watching!
@@xzippyzachx Yeah, photon is client hosted and doesn't support dedicated server (authoritative game server I think is the same thing). But smartfox does. It's made for MMO. Have you looked into that? I am trying to figure out which way to go. Smartfox community version is free for 100 connections. This networking stuff feels so overwhelming I'm not sure I'm up to making one myself like Tom's.
@@TheBooban Smartfox is a great option. However, if you don't want to worry about their concurrent player limits, DarkRift 2 is also a really good route - They have a "restricted" free version too, but nothing related to max connections, it's mostly just about getting access to the source code and .NET Core support (free is .NET framework only). Though, their Pro license is only a $100 one-time fee (way cheaper than Smartfox), so actually worth considering if you liked it. It's definitely meant as a more advanced alternative though, so where it shines in performance and stability, it will lack in ease-of-use. While it's definitely easier than writing your own game server from scratch, it will still require networking knowledge.
Unity actually recommended DarkRift 2 for high performance/scaling games in their recent blog post.
hi thanx for video ,how to buy?
You can't buy my game. Its not finished...
@@xzippyzachx ....ok
what do people have against peer to peer? i think its the fastest for games you just play with friends, just dont let someone with crap internet host. Best of all is not hosting hardware is needed, if you own the game you can host a game
If I do finish this game I plan to have the server free for you to host on your own PC. It really depends on what kind of game you are making to know if peer to peer hosting is the right way to go. Like you said, if you are making a game that you only really play with around 4 people at once, then peer to peer is definitely the way to go. But if you are making a game that you want many people to be able to play at once and you want the game to still work if the host leaves the game, then you should go the dedicated server route.
@@xzippyzachx I definitely agree that there are horses for courses and am looking forward to learning through your series anyway :)
If your milk gang you now Dani and if your like Dani:10 years later where game
lol
What name are u gonna give to the game
I don't know yet. Open to suggestions
I wonder how to host dedicated server
You can host on your own pc or you can rent a cloud hosted server like Google compute or Amazon AWS.
Can i use firebase
Can i use firebase for hosting
@@sugy9310 No Firebase cant host applications. Google compute is what you would use.
Im don’t blind. On 16.0 see I your face screen on the computer
Nice face huh!
Why don't you use Pun 2+? a lot of games use it.
The networking solution I am using is much more customizable. But Pun 2 is still a good networking solution.
hopefully u end up like brackeys
I can only hope
Face reveal at 0:15
👀
That's not really "Tom's solution", that's just server->client networking which has been around since forever, instead of peer-to-peer networking...
Yep your right the core concept is not Tom's in any way. We just call it his solution because he did most of the research into Server>Client networking and created the base logic/code that works with unity. If you watch his videos you will see that he gives credit to his research sources. But I just called it "Tom's solution" because he was my source :)
"depreciated" :p
What is? :p
@@xzippyzachx you said depreciated instead of deprecated :)
did you watch dani
Yes I do watch Dani. Who doesn't? Milk Gang!?
man i love this vidseo but i cant understand can you teach me please
Watch Tom's tutorial series. Link is in the video description
what about photon
Yeah photon is awesome but can get very expensive
@@xzippyzachx it's free bruh. If you are making battle royale thing it's expensive then
@@xzippyzachx Uh hey uh I m regretting right now.
I made a game using photon 20 CCU pack and now only 20 players can join
why don't u use NetCode?
It didn't exist when I started this project :p
@@xzippyzachx ah)) that's the reason))
hi
Hi back!
@@xzippyzachx oh I never knew that I could actually talk to you!
0:19 accidental face reveal??
Shown it before :p
Fishnet off LAN?!
I am using Riptide but I herd Fishnet is a good one too
Can you push this game into steam or Google Play so we can Download it and Play it Please Please Please Please Please Please Please Please Please Please Please Please
Do that
Its far from finished. When its ready it will be released on pc. Maybe on steam some day