Published on December 1, 2016 by Unity
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Senior Software Engineer Alexey Abramychev (Unity Technologies) provides an in-depth understanding of Unity Multiplayer. Then, Yossarian King and Richard Harrison (Blackbird Interactive, Homeworld: Deserts of Kharak) shows how they build their game from the ground up for multiplayer: data driven systems, software architecture, game state synchronization and more.

Alexey Abramychev – Unity Technologies
Richard Harrison – Blackbird Interactive Inc.
Yossarian King – Blackbird Interactive Inc.

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33 Comments on "Unite 2016 – Building Multiplayer Games with Unity"

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iChazAshley
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iChazAshley
11 months 10 days ago

is this man dying?

Noaman Khalil
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Noaman Khalil
11 months 6 days ago

Naa he is just a programmer .

Morolian /
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Morolian /
11 months 23 days ago

No one realizes that the whole float malarkey is only when you don't use a server-client based system, these guys are using a peer-to-peer system so it all has to be in sync where as with a server-client system the client sends commands to the server and the server gives the client the data as a whole (e.g all the data it needs to render and the other players movement, physics ect.).

Reggie Jackman
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Reggie Jackman
11 months 27 days ago

They lost me the moment they said "No floats" in the simulation.I'd have to agree with the answer to making multiplayer games with UNET is: Don't. Just don't.UNET is horrible btw. Broken at release, and although fixed up…I've heard nothing but bad news about ot even today.I use Forge Networking Remastered, which is the only unity network asset with Full Source code (UNET LLAPI is closed source. Such trash…), one purchase price & that's it (No CCU or subscription scam), and will soon be released with features including NAT punchthrough.

Reggie Jackman
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Reggie Jackman
11 months 27 days ago
Dylan Hunt
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Dylan Hunt
11 months 29 days ago
The concept of UNET/HLAPI rocks. But the sad current state of affairs is that there's just no support — no one to answer questions, and not even API docs. Lobby/UNET/HLAPI/MatchMaker/HostMigration has 0 docs, or the ones that exist are 2+ major versions behind, conflicting and sparse 🙁 no devs answering Q+A in the mplayer forum or Unity Answers for UNET/HLAPI. The thing is — The features are awesome, but no one knows how to use them properly without spending weeks/months to do a job that should be done in a few hours (for basic setup). Even with trial+error, no one… Read more »
Burning Neuron Interactive
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Burning Neuron Interactive
1 year 4 days ago

Great talk, like how they fake rewind, I've been mulling over how to do that for my own game. Thanks for sharing!

lithander
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lithander
1 year 11 days ago

Great stuff. Can you add a link to where you share the slides?

Chat Sh*t Get Gaming
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Chat Sh*t Get Gaming
1 year 13 days ago

So how about games that require physics, e.g. a space simulation game, football, or pretty much most games??

Marco Schultz
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Marco Schultz
1 year 3 days ago

You have to do all your physics by yourself if you are creating a lockstep system. Because the simulation layer can't use floating point units.

The Diamond Games - Channel closed
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The Diamond Games - Channel closed
1 year 10 days ago

Actually when you deal with physics, do not convert floats, you will still be unable to determine anything. You will have to rely on correction.

Chat Sh*t Get Gaming
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Chat Sh*t Get Gaming
1 year 12 days ago

+Lord Geezmo ok, and convert all floats to ints.

Lord Geezmo
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Lord Geezmo
1 year 12 days ago

Just send the position data.

John W
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John W
1 year 14 days ago

No real support for authoritative networking. I ll stick with photon.

Domen Grabec
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Domen Grabec
1 year 13 days ago

Well not really. Somewhere in the talk they mention that they do a checksum of the simulation state. Meaning that if someone were to fiddle with his local data in simulation state he would be the only one with a different checksum, resulting in desync in his game – disconnecting him.

TheSlimshader
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TheSlimshader
1 year 14 days ago

Great talk! With it was longer and even more detailed.

Zoltán Göndös
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Zoltán Göndös
1 year 14 days ago

What about phyisics simulation of a ball using rigidbodies like in rocket league? Is it feasible with unet?

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