Unity 5 Event-Based Multiplayer

Hi folks,

So coming into this with virtually no experience in networking or multiplayer gameplay, how would I achieve the following functionality using Unity’s current Multiplayer system?

  1. Player selects ‘Play’ and gets matched up with another player of roughly equal rank.
  2. Once both players are ready, the game starts but each plays their own game (no syncing necessary).
  3. Randomly throughout the game, a player might do something that affects his opponent
    ie - Earning a big combo spawns something on the opponent’s game
  4. When one person wins/loses or the game ends and a point breakdown is made, rank is gained/lost.

So just to be clear, I don’t need to sync anything between the players, they each play their own game. Every now and then (at most once every several seconds), a player may do something that I need to notify the other player of, like I mentioned above…earning a combo and spawning an enemy. I basically need Dr. Mario functionality across a network!

I started to look at Unity’s Tank project but quickly realized it may not be what I need, since that’s supporting syncing multiple people into a running session and all that extra stuff.

Turn-based, in theory, doesn’t work because these events can happen randomly by anyone, it’s not always back and forth. I don’t know how that affects a turn-based approach to this, but regardless, I would love some insight into how to get 2 people securely playing (cheat-free) using Unity.

Thanks for the help!!
-Matt

For those “something” once in a while messages suit best of all. Directly sending data to player instead of sync’ing everything.
You would need to manage connection somehow though.

Hate to bump a post, but I could really use some guidance on this.

You could maybe “just” use a Web-Based API, and do long-polling or webSockets to the server. No Unity Networking at all.