Beginner Netcode for GameObjects Tutorial | Unity Gaming Services

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In this introductory video to Netcode for GameObjects, we’ll walk you through the basics of preparing a Unity project that uses the networking API. You’ll learn the very basics of preparing a Unity project that uses the networking API.

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Timestamps:
0:00 Introduction
0:31 What is Unity Gaming Services?
1:43 What is Netcode for GameObjects (NGO)?
4:25 Netcode for GameObjects set up & tutorial
20:20 Additional NGO resources

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#unity #gamedev #unitygamingservices
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Yes!!!! Please more on Unity Gaming Services =D
Cloud Save, Authentication, Servers

michaelp
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You should prepare brand new step-by-step tutorials for this topic.

maydinunlu
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Brilliant, clear tutorial. Great job!

sskenth
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Is this forced to use any kind of relay servers? I'd rather make multiplayer the old school way - people host servers and can either join on a master list or by IP.

GammaRayTech
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The bullets no longer work??? The network prefab thingy has changed?

johnmoore
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Hi and thanks for the tutorial! Is there a reason that all netcode examples seem to fall back and implement client authoritative gameplay i.e. perhaps local performance, demo simplicity, lag etc; or is it for another reason; such as to simply highlight the possibility? We always seem to be told that server authoritative is the way to go but none of the tutorials/samples I've seen seem to do this and/or flesh out a full implementation of this nature. I understand the building blocks are there; just wonder why such a focus is given to the use of client network transform etc? thanks

sparkplug-studios
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Excellent, but please remove the back ground Music, I need to focus more It destroy the purpose of learning.

paulodisciascio
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Hi

How to change host ownership without disconnecting players in netcode and relay
In this case when host player disconnect i want to change host owner without make all players rejoin

Please help

AmAs
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so a nice detail on how to setup the player, and then click use this premade bullet.. no explaination on the bullet whatsoever

lizkimber
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can we use an AWS EC2 for experimental reasons,
i mean i want to test my game not in just localhost but between networks,
i dont need 5-6 players playing at the same time so i think for a little game, an AWS EC2 can handle it
(maybe with some portforwarding i dont know well about how game server works...)

berkefekeskin
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In a nutshell. What am i watching essentially? Im a dumbass

jaulloa
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sorry but
I built my own that can support up to 128 players in one session and with packet size under 1k max, fully synchronized with dedicated servers

hakimdouib
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Please remove the Nudity in this video.

GareGamesInc