Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849692328
Length 242 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
 Stagner Stagner
Author Profile Icon Stagner
Stagner
Arrow right icon
View More author details
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

Summary


In this chapter, we learned about another server technology known as Player.IO. Player.IO differs from Photon in that it's better suited to room-based setups and smaller Flash-type games, rather than network-heavy twitch games or massively multiplayer games. It also cannot be self-hosted, similar to Photon Cloud.

We have learned how to connect, join rooms, send and receive messages, and work with BigDB for persisting player data. We then applied this knowledge in creating a pseudo-RTS demo where the player can command 5 units to attack other player-controlled units. In the process, we also learned how we can generate a unique 64 bit ID on the client with no server intervention by using a 32 bit player ID.

In the next chapter, we'll cover our final networking system, an HTTP push service known as PubNub.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime
Visually different images