None of the [Multiplayer] Tutorials have been updated for Unity 3+

I have been looking for a tutorial for multiplayer networking (and others, even the stuff on the Unity site proper) and much of what’s there are still 2.x and keep fouling up 3.4.x.

Where can I find some really good tutorials, multiplayer included, that work in 3.4.x and do not require some kind of purchase. I work a 40+ hour job and have limited time to code develop games. I want (read: need) to learn as much Unity as I can in as fast as I can manage.

Please assist.

Also note: videos via YouTube tend to be immensely boring and dry. TornadoTwins aside, much of what’s there is either old, irrelevant in terms of Unity version, and many of the links are broken. I have not seen many Unity books, even for version 3+, so I think that’s out too…

Any suggestions?

Please advise…

Thanks, in advance…

And the type of games you want to make is?

MMO-style games. Shooters (2D 3D) FPS and TPS (3rd-Person); an RPG tech demo; several other ideas-- possible puzzlers and mini-games of various types and styles.

Almost anything that needs an account to log into and play; even for a high scores table and other nifty things…

I also want to create an arsenal of mobile apps for players to download to access their online characters for special training through mini-games and such…

It is a plan that I am trying to learn. The first game I want to do is a Tic-Tac-Toe game. (For those who use Unity in countries with a UK influence “Naughts and Crosses” LOL). It’s just a simplistic idea, the TTT game and an online high scores table.

Why would the type(s) of game(s) matter? Does it make for different client/server models or is it more along the lines of information transfer to all parties involved? Please advise.\

Thanks.

Because there are ~ dozen different networking solutions - all of which with different pro’s/cons!

Assuming you’ve got little programming experience - I’d just create 3 short games - each taking a week at the most. The key is to get familiar with C#, VS, and U3D.

Then, take a look at building ‘chat’ with Player.IO. Then move up to tick tack toe, hangman etc :slight_smile:

That sounds like an adequate solution to my dilemma.

As far as an RPG tech demo. The primary things I should worry about translating among the players should be: 3D position, animation and motion, and some kind of chat, and creature elimination. This would require players to “know” about their own characters and inventory, but not all the players would need to know everyone’s stuff. I believe this to be a correct assumption. There might be one or two things that I may have to add in, but I think that might be the gist of it…

Thanks.