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?
- Player selects ‘Play’ and gets matched up with another player of roughly equal rank.
- Once both players are ready, the game starts but each plays their own game (no syncing necessary).
- 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 - 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