Hi everyone,
We just launched our first ever technical e-book about multiplayer networking in Unity and a 20-minute video tutorial covering networking concepts.
We created these resources for two reasons: First, to provide you with a foundational, detailed explanation of the core concepts in multiplayer networking. Second, to guide you on how to use Unity networking and multiplayer features by walking you through a sample multiplayer project based on Netcode for GameObjects.
If you’re just getting started on your multiplayer developer journey you’ll find helpful tips on what common pitfalls to avoid and how to choose the multiplayer solutions that will work best for your project. You’ll also get a handy overview of the many Unity networking samples to explore as your next steps. Ultimately, we want you to be able to start prototyping and developing your own multiplayer game features as efficiently as possible.
This guide assumes you are familiar with Unity and C# development but just getting started with networking.
Here are some the concepts covered in the e-book:
- Gameplay mechanic
- Define a NetworkVariable
- Adding an RPC
- Trigger mechanic
- RPCs versus NetworkVariables
- Designing for multiplayer
- Network latency and performance
- Simulating latency
- Unity Transport Debug Simulator
- Network Simulator
- Other network conditioners
- Client-side interpolation
- Client-side prediction and anticipation
- Why server authority
- How client-side prediction works
- Reconciliation and rollback
- Client-side anticipation in Netcode for GameObjects
- Deterministic physics
- Client-side prediction in Netcode for Entities
Alongside the e-book you can also watch this new tutorial that covers the key steps in setting up a multiplayer game with Netcode for GameObjects:
Make sure to also check out the Multiplayer documentation to learn more about multiplayer networking in Unity and the Netcode samples.
As usual, let us know if you have any feedback and if you found these resources useful.
Thanks for reading!