Hello unity Community, i want to implement multiplayer in my project .i want to connect two players over WLan(wherever they are sitting in the world). i mean INVITE AND CHALLENGE…plz help me how can i implement it… Thanks in Advance… ![]()
Not possible, sorry. There’s an “L” in there for a reason (local). Pretty sure you meant “WAN”.
What does this mean?
Maybe he means wireless LAN because that’s what routers call it.
Since he said “wherever they are sitting in the world”, I am guessing he meant WAN or over the Internet (instead of local).
He might just think it’s all wireless - we’re almost at that stage (though not me - I just got fiber!).
Call me when ocean floor cables are no longer main way of communicating between continents.
Honestly, those will be faster than satellite for some time to come, mainly because of sheer bandwidth. I suppose they could just float buoys across the ocean with cellular access, which would be great for the cruise ships, and we could start selling smartphones to cetaceans.
And everyone would get to work faster with private jets.
Start here:
https://docs.unity3d.com/Manual/UNet.html
And come back when you have a specific question that can get an answer that fits into a forum thread instead of an hour long tutorial video.
ohhh sorry .i made a mistake
… yup i meant WAN… i am working on bike racing game in which i want to implement “player can invite and challange on “facebook friends” etc”…
You have some options. If you don’t think you need server-authoritative, you could just use photon. There are some big limitations for not going server-authoritative but it is at least a quick way to get up and running. Otherwise, you would be looking at deploying/running your own game servers. Matchmaking and the like can be handled a few different ways - photon, gamesparks, playfab…
I voted for ‘multiplayer’.