How did you get started with networking with unity?

Currently i have this game about an ant who flys around and protects the ant hill. I want to allow a second player , who over the internet, can connect and play with the first ant. Is this possible with the free unity license? If so how did you get started looking up and learning about networking with unity 3d? I usually use 3d buzz for a video tutorial, but after watching all the intro ones, i could not find one on networking.

Thanks

I think for the most part its universally agreed upon that Leepo’s “Networking Zero to Hero” guide is the best starting point for learning networking in Unity:
http://forum.unity3d.com/threads/29015-UniKnowledge-entry-Unity-Networking-the-Zero-to-Hero-guide

There is also the official networked multiplayer tutorial for unity iphone, but all the concepts translate to regular unity except for the control schemes:
http://unity3d.com/support/resources/tutorials/iphone-multiplayer-tutorial

Finally, you could download and dissect the Networking Examples from the resources section:
http://unity3d.com/support/resources/example-projects/networking-example

Hi evrey body

I finshied game it contain from character with camra, move Script, and now i want convert it to Network Multiplayer , After i read “Networking Zero to Hero” guide, and implementation Connect Script,Tutorial_3_Playerscript,Tutorial_3_Spawnscript, add Network View to my player prefab,and run game … this errors apper

whene login the character is move correct with camera , but whene another user login as clint , the tow usres now move togther at same time with same move ,and camera freez.

what i can do to solve it ??
where add my move Script ??
what i do to move camera with new user (character) login ??

best regards

I started with the M2H Networking guide by Leepo as well, but I’ve just started implementing Networking on my current project, “Onslaught of the Laser Cat”, in my signature.

I’m working on figuring out the lovely intricacies of NAT punchthroughs, as it seems no one can connect to my games as I have a private IP address…isn’t networking great?

wouldn’t it be more logic if you learn the basics of networking first and then add netwoking to your game ?

That’s a good point appels… Is that really true though? I did read a bunch of articles about general networking concepts and a few articles specific to Unity’s built-in networking and how it works, but I don’t have any detailed knowledge about the nitty-gritty mechanics of sockets, raknet, packets or anything like that.

But I also have zero knowledge of how direct3d or openGL work, and how Unity interfaces with those technologies to draw graphics. Isn’t that kind of the point of Unity? To just “get stuff done” without having to completely understand what’s going on under the hood?