Need help setting up MultiPlayer on unity

Hi guys,
I am using unity lite edition and i was wondering if i could make a multiplayer game?
If so, how do i set it up? And could you help me configuring the ip box? Or anything similar to that?

Thank you for your time.

I would suggest getting Photon (20 concurrent users is free). With that, you don’t need to worry about IP configuration.

Once you have it imported, take a look at Marco Polo Tutorial and also the api.

Hope this helps.

thank you i will try it :smile:

You can also do it using the built in networking or uLink. Both are much easier than photon and allow you to use unity on the server. solutions other than built in (i.e. photon, uLInk, smartfox, electrotank) will not work on mobile basic versions so you need the unity pro and android/iOS pro for them to work on mobile.
I thought it’s good to point this out. So if you want to make a mobile game and don’t want to buy unity pro (and want mobile basic only) then use the built in networking for sure.

thats what i basically had problems with… I have no idea how to configure it, i’m just going to look it on the wiki…
Thank you for the response :smile:

Look in the user manual of unity and not the wiki.
Setting it up is not that hard. You should initialize one game as server and others connect to it. Then they can send data to each other using RPCs (remote procedure calls) and state syncs.
RPCs allow you to call a function/method in the other computer and state syncs simply allow the values of a script/component to be synced between different machines.

Hope it helps

Photon Unity Networking is actually a re-implementation of the Unity API but using the Photon Server, which has a few benefits. One of those is that you also can use Photon Cloud, which is a hosted multiplayer server with instant access. Download PUN, enter your mail address in the pop-up wizard and save the assigned AppId (referencing your game on the Cloud). From there on, everything should really feel like Unity’s networking without using random player’s clients with potentially bad network connections for hosting.

I don’t think it actually gets any easier :wink:
Asset Store link: Photon Unity Networking Classic - FREE | Network | Unity Asset Store
Feedback and info: http://forum.unity3d.com/threads/101734-Submitting-Photon-Unity-Networking

@EEVV If you decided to use something other than unity’s built in networking, it will be because there are features missing from it. Things like unreliable RPCs, custom serialization, lobby system and rooms, and many other stuff like load balancing then my recommendation is UnityPark suite because not only the API is similar to unity’s built in but it also has lots of other features.
check out www.muchdifferent.com

But for now and for a test, i think the built in networking would be really enough.

Oh and the disadvantage of Photon cloud is that you can not have game logic on the server. If you set one of clients as the owner of all logic then you’ll double your ping time and the bad connection problem that tobias mentioned will affect you so keep that in mind. If your server is a message relay only, photon cloud is a good option then. And it’s easy to setup and free for 20 CCU

For practicing and learning i suggest built in networking and with a realistic setting with authoritative server for your game.