Summary
In this chapter, we covered:
The basics of UDP and reliable/unreliable communication
Setting up a lobby server
What a Network View is
How to serialize object state
How to send reliable RPCs
Hosting game servers and connecting to them
Registering servers with the lobby
The basics of dedicated servers
How to load levels in a networked game
We applied these concepts to create a multiplayer clone of Pong in Unity.
In the next chapter, we will cover a third-party alternative to Unity Networking, known as Photon Unity Networking.