I’m publishing a tutorial on how to build a multiplayer first-person shooter in Unity 3d. 10 episodes are already live, and several more should be available by the end of this week.
Ever since I discovered twitch and Quill18 at LD26, “Heya Folks” has become my favourite sentence, it’s tutorial time!
The FPS-GOTY (Shoot!) and Multiplayer Space tutorial taught me enough to make my own coop shooter (with my own rigidbody character controller), so thank you once again Quill18.
Currently watching video 4, I thought I would bring to your attention a problem I found when using offline mode. One cannot use hashtables (which again was awesome to learn about). Now, I code in uJS, so maybe the problem is only there for me (as well as having to specifically reconfigure my PUN folders locations) but I thought it was worth bringing to your attention.
Thanks for all the great videos and knowledge, you have really helped me a lot (as a mentor and inspiration). All the Best, Jay.
Edit : Video 5, this is the issue I have using uJS and C# in the same project (I know, just use C# man! I can read both so one day…) : Special Folders and Script Compilation Order ; though I thought your method of finding uJS scripts was genius. Groovy!
I was soooo excited until the thing “we will use photon” I know you don’t have to but, I really want to use what unity gives, nothing else,is there any way you can show us how to use regular networking with the unity stuff and build a masterserver on windows (or what ever you use), then connect to master server, and make it so external peeps connect to me?
This is such a great series, thanks very much for putting it out there. Highly recommended to anyone just because it’s enjoyable to watch, but I do like how it’s tailored to the beginner.
@Nasta,
WHat the videos? anyways That will help, but what about using normal unities stuff then hooking it up to master server that I have on my own comp?
I assume using a Terrain instead of the model and the Third Person Controller instead of the FPS Controller will work just the same, right? (Well, probably not the shooting since that might be a bit different anyway, but the movement, passing animations, etc.)
So I took your tutorial and changed it up a bit to use a third party controller, and so far that is working pretty well (I’m having a few problems with the mouse turn not working when there are two players, but nothing I can’t figure out).
I want to keep the game peer to peer for now (so no server), because it’s just a fun little game at the moment. What I want to do down the road is spawn some NPCs, simplified bots for example (that move and attack players). I would assume that in this case we’d want to run those on the Master Client, right? I just can’t see it working otherwise, especially when it comes to what client figures out the AI/Movement.
But what about if a player has a minion/pet/companion/nuclear powered were-Llama? In that case, wouldn’t I want the individual player to be “in charge” of that, or would you also do that from the master client?