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Unity Multiplayer Games

You're reading from   Unity Multiplayer Games Take your gaming development skills into the online multiplayer arena by harnessing the power of Unity 4 or 3. This is not a dry tutorial ‚Äì it uses exciting examples and an enthusiastic approach to bring it all to life.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849692328
Length 242 pages
Edition 1st Edition
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Author (1):
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 Stagner Stagner
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Stagner
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Toc

Table of Contents (14) Chapters Close

Unity Multiplayer Games
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Unity Networking – The Pong Game FREE CHAPTER 2. Photon Unity Networking – The Chat Client 3. Photon Server – Star Collector 4. Player.IO – Bot Wars 5. PubNub – The Global Chatbox 6. Entity Interpolation and Prediction 7. Server-side Hit Detection Index

Assigning player IDs


Another feature required by nearly all multiplayer games, is the ability to track players by player ID. We need some kind of lightweight data, which uniquely identifies a specific player, such as a number (for instance, an object might store this number as a reference to the player who owns it). So, let's modify our server to assign player IDs to peers as they connect. It will also notify the client of its player ID upon connecting.

We'll use a long integer for the purpose.

A static long variable is initialized with the smallest value possible (long.MinValue), the last assigned player ID. When a player joins, we copy the static variable as their ID, and then increment the static variable.using Photon.SocketServer;
using PhotonHostRuntimeInterfaces;
using System.Collections.Generic;

class PhotonAckPeer : PeerBase
{
  // note that we use long.MinValue rather than zero. Signed integer values have a negative minimum and positive maximum. Starting at zero divides the possible...
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