Keep em coming - Im here for multiplayer tips and tricks like this :)
@alec_almartson
11 ай бұрын
Excellent Topic 💯👍🏻 Anything related to methods and tricks to compensate for the Lag and latency in the Client / Server connection (movement and position compensation, recovery from network failures, etc) is a non trivial subject, and therefore very interesting (in my personal opinion).
@mannyw_
10 ай бұрын
Any recommendations? Looking to implement multiplayer in my fast-paced soccer game and learning all about it now
@MasterofGalaxies4628
11 ай бұрын
Interesting appetizer for the upcoming course!
@castlecodersltd
11 ай бұрын
This is brilliant, thank you for sharing. 😊
@Pygon2
11 ай бұрын
Great video. It's rare that a better solution doesn't also come with some trade-offs, so would have loved to have seen an explanation on why Unity wouldn't have done this as part of their networking. As in, are there trade-offs or other concerns that would have made them choose not to do something similar, or is there potentially more data being synchronized in their solution? It's always great to learn a new/better solution, but understanding why and when to use it, and more importantly why and when not to, could be helpful to the people wanting to grow beyond "tutorial followers" to help them start thinking more like engineers.
@DavishiDev
7 ай бұрын
Would love an answer or video for this! I think it's important to understand when these techniques are optimal or not to use.
@enestelli
11 ай бұрын
Another great tutorial. Thanks!
@KutluKanyilmaz
11 ай бұрын
Thanks, Jason. Appreciate it.
@juleswombat5309
11 ай бұрын
Great news, Unity CEO has resigned.
@ozlath
11 ай бұрын
Awesome video I would love to learn about server authoritative multiplayer, running thr game on a server separatly or on one of the clients. Also if you could dip into the multithreaded networking solution that would be wicked. These are ofc suggestions but this multiplayer crazy is very helpful for a previously unknown subject
@ragerungames
11 ай бұрын
Cool after along time Jason! :)
@kantagara
11 ай бұрын
I know that you're probably mostly "pro-unity-oob-features" oriented. But it would be awesome to actually see comparison between this, Photon Fusion and Mirror in the same exact scenario.
@rhakka
11 ай бұрын
This content is great even if you’re not using Unity. Thanks!
@Laumania
11 ай бұрын
Personally, I would like to see videos about how to make multiplayer work with a lot of physics objects. How to "fake" it to make it seem smooth on clients too.
@ChristopherCricketWallace
11 ай бұрын
I love this content! Let's level up, people!
@alexleonardkrea
11 ай бұрын
So freaking cool! Thanks Jason!
@johneggers5855
4 ай бұрын
Great video, and super informative! Quick question though - Is it recommended to use RPC calls to sync positional data with players? I have heard that A) this is not recommended and B) this has a much larger overhead than using something like Unity's built-in NetworkTransform. Would love to know your thoughts.
@zzmmorgan
11 ай бұрын
You're more fun live ("Am I muted?") But this is cool as even though I'm actively avoiding multiplayer right now that is eventually going to happen.
@chadgtr34
10 ай бұрын
can you talk about car collision physics in multiplayer racing game ? how does the client/server know which car hit which car at what part of the body to cause high/medium/low damage , online multiplayer racing game - player 1 crash into player 2 and the player 2 hit player 3 and then blocked player 4.
@DMIyce
11 ай бұрын
I'm most interested in split screen coop and handling cameras or input there.. though this isn't necessarily multiplayer. Server-client unity access to databases or other servers like a chat one is a huge topic I need more info on.
@egore51
5 ай бұрын
Don't think it makes much of a difference... but we are using deltatime in a function called from FixedUpdate?
@Unity3dCollege
5 ай бұрын
In fixed update, it uses the fixeddeltatime automatically. Think they changed that in 2019 version
@hailelam4112
11 ай бұрын
Thank so much sir
@This_Guy-
11 ай бұрын
I want to learn game programming but your course doesn't start untill Feb but i can't wait that long. Can you plz point me to the direction where i can learn game programming.
@sathyarajshettigar
11 ай бұрын
Can we just buy the recording later?
@sweettea-hv1ls
5 ай бұрын
Is extrapolation same as client side prediction?
@everabyss
11 ай бұрын
Please how to do pong game in multiplayer 🙏 especially in phones
@mike9611
11 ай бұрын
Maybe a video on how to make multiplayer more hacker proof? So making servers the source of truth and how to store secrets in the client code for connection and transactions with the server.
@Bemasnubben
11 ай бұрын
NetCode & Extrapolation are cool, but can they extrapolate my budget to cover Unity's new fees?
@Unity3dCollege
11 ай бұрын
Easy, we just need the current velocity in sales/day.
@Brainyplanet
11 ай бұрын
Can you make a video on Client Side Prediction in Netcode.
@acez28
11 ай бұрын
I'm having trouble with Network physics...stuff as simple as player uses its body to move a ball... getting crazy lag Would also like to an optimal way to display ping ms like most multiplayer games And just overall low latency tricks because I shouldn't be having 100ms on LAN
@Unity3dCollege
11 ай бұрын
Yea u should have 0ms or close.. What are you using to sync positions currently?
@acez28
11 ай бұрын
@@Unity3dCollege clientNetworkTransform
@johnpatrickpal-ing8302
11 ай бұрын
@@Unity3dCollege not related to anything in this video but is delegates really good for storing methods or should i do something else, i really want to store methods so that i can pool gameObjects and also make them have different logic
@mahmoudabdallah3942
11 ай бұрын
Can you create tutorials for Fishnet?
@RJC65__
6 ай бұрын
its basically the same exact code. Fishnet was built on top of unity's netcode
@weeeho8005
11 ай бұрын
The real netcode challenge is syncing success with Unity's new fees-excel too much or excel too little and it's game over!
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