![]() So sorry for starting a discussion between me and myself. What should I do once the players start moving around? Ask the server 60 times a second "where is this guy!?", I think not. The above example does however seem extremely. The client should only do what the player and server tells it to do) (I'm against letting the client have authority. Presto, both clients are now seeing each other. Server will answer with "6 trees, and 1 player" (containing references to prefabs/textures/so on)Ĭlients spawn said prefabs with the values assigned to them players with position, stats, models, textures, rocks and trees etc.), and code that sends/receieves data as needed.Įxample: Two clients logs in, on login they ask the server "What/who is within my immediate area" (say within 50xyz) The server should contain data of all objects in the game world (ex. The client should contain all "building blocks" -> Prefabs, materials, animations, scripts with functions that are called when the relevant commands are sent from the server etc. Of course I could give every object in the game a network view and use RPC, but that is exactly what I'm trying to avoid (for better or for worse :P) I don't want my server running unity, I only want it to store relevant data of the game world and its inhabitants. What I don't want to do is working with "room" based networking/gameplay. The clients shouldn't communicate with eachother, just the server.Īye, I can script my own backend, which is what I'm doing/have done. I only want to tell the clients what exists, and what properties the existing objects have. (although I can't be sure he isn't using something from unity in the server)Įdit2: Not looking for Photon, Bolt, uLink or any services like that. It's a game where everyone is connected to, and interact with the same world.Īm I the only one wondering about this? (Googling haven't brought me any closer, except for one guy on youtube which seemingly have what I want, a server completely seperated from unity (C# app created in VS), with several unity clients "playing around" in the same world. This isn't a "room" or instance based game I want to create. Would this create horrible horrible delays and overhead?įor some reason, I'm just not fond of Unity Networking with p2p connections. Is there a way to simply tell the clients "Spawn SomeObject(gameobject) with model"x" at position "x,y,z", with components "? I already have a socket server and MySQL set up, what I'm lacking is a (good) way to let several clients play together. MySQL) containing all the data needed for a client to "work" (world data, objects, players, items etc.) I want to (if possible and feasible) simply use a socket server with a persistent storage (Ex. Now this may sound strange, but please read on (or yell out with a comment, saying "NOOOOOOOO!". Reddit Logo created by /u/big-ish from /r/redditlogos!ĭoesn't require unity on the server side? Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! A User Showcase of the Unity Game Engine.
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