MLAPI Tutorial: Part 2- Networked Movement

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This is part 2 of the series covering basic multiplayer in Unity3d using MLAPI.
Full Playlist HERE:

In this part we make a simple First Person Controller from scratch and add the components and code that it needs to work across the network.
This includes the how and why we use "IsLocalPlayer" to make sure that the game behaves as expected for the local player and the connected clones.

Please like and subscribe (I'm close to 1000!!) and stay tuned for more in the series where I will cover shooting, health and custom menus.
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I must say, I really appreciate your calm voice in this overly energetic YouTube world 😁

maxnitsch
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Thanks for the super clear and detailed enough tutorials in this series. I love your calm voice and accent too, pleasure to learn mlapi trough these video's

viwesvideos
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Hi, on the new update MLAPI to NETCODE, I followed this tutorial series step by step. When I add "IsLocalPlayer" only the host moves. Other connected users cannot move, but can see the host moving. I'm trying to solve this for a while. Any advice? Thanks you!

PaladinTheRabbit
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Its just the start and its already getting good

morienopi
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One odd thing about the extra NetworkedTransform for the camera is that the "Visor" now moves separately to the Player body creating a very visible Jiggle, especially with the minimum movement threshold. I appreciate the lesson in "Child NetworkTransform", good to know about but maybe the NetworkedVar from the later lesson would be better suited here to set the pitch from the local player and maintain a jiggle less appearance on connected clients.

vrgamestudio
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Easy to follow. Great work. Only thing is I found it to be 'laggy' for a better word. The player from the other project would always stutter, rather than be smooth like yours. Is this a setting? (I also used rigidbody and velocity instead of charactercontroller)

michaelhayterphotography
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Great series so far! Do you plan to briefly touch scene switching topic in the next episode? Im currently struggle with scene switching from server to client in my MLAPI server standalone solution.

dumax
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i didnt had a newtork transfrom so no syncrhonization thanks 1:03

Electorch
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I did the IsLocalPlayer check and it made it so that i cant move in the host project but i can move both the host and client from the client object. Inputs from client go to both the client and host, but inputs from the host are ignored

EBosAnimation
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I built the project and run it, however, it`s still moving both...

norbertcsibi
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not entirely sure what's going on. Spawning and rotation is fine on host and client, but movement does not replicate across. Anyone experience this issue?
I'm using controller.transform.position = Vector3.MoveTowards(controller.transform.position, newPosition, speed);

Markous
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Any idea how I could get the NetworkTransform to be authoritative and synced from server to client, and not the other way round?

Edit: Turns out its a known issue of MLAPI that the position is authoritative to the owner of the NetworkTransform. Guess I'll have to let the server be the owner!

mooselliot
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Can't we just create one camera in the scene and if they are local give them a ownership of the camera ?

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I cant moving my object in client, why ?

eniskaantasoren
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does anyone know how can i make my player jump

X_TYR_X