• Complain

Sloan Kelly - Unity Networking Fundamentals: Creating Multiplayer Games with Unity

Here you can read online Sloan Kelly - Unity Networking Fundamentals: Creating Multiplayer Games with Unity full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2021, publisher: Apress, genre: Computer. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Sloan Kelly Unity Networking Fundamentals: Creating Multiplayer Games with Unity
  • Book:
    Unity Networking Fundamentals: Creating Multiplayer Games with Unity
  • Author:
  • Publisher:
    Apress
  • Genre:
  • Year:
    2021
  • Rating:
    3 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 60
    • 1
    • 2
    • 3
    • 4
    • 5

Unity Networking Fundamentals: Creating Multiplayer Games with Unity: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Unity Networking Fundamentals: Creating Multiplayer Games with Unity" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Learn the fundamentals of networking with Unity and C#. This book covers a variety of topics, including accessing data using RESTful APIs, local networked games, and creating multiplayer online games using client-server architecture.

The book provides the basics of networking, sockets, TCP vs. UDP, client-server architecture, serialization, RESTful APIs, network latency, and client-side prediction. Projects are presented to illustrate the concepts, including a chat client/server overlay for your game, and a 3D maze game that allows up to four players to connect over the network.

By the end of the book, you will be familiar with low-level networking concepts such as protocols and architecture as well as high-level knowledge on how to create applications that use a client/server architecture for multiplayer games.

What You Will Learn

  • Know the difference between TCP and UDP, and the pros and cons of these protocols
  • Create client-server multiplayer games in Unity using C#
  • Receive and process data from a remote server using RESTful APIs
  • Understand latency and how to mitigate its impact


Who This Book Is For

Readers familiar with Unity and C# development who want to create multiplayer games

Sloan Kelly: author's other books


Who wrote Unity Networking Fundamentals: Creating Multiplayer Games with Unity? Find out the surname, the name of the author of the book and a list of all author's works by series.

Unity Networking Fundamentals: Creating Multiplayer Games with Unity — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Unity Networking Fundamentals: Creating Multiplayer Games with Unity" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Contents
Landmarks
Book cover of Unity Networking Fundamentals Sloan Kelly and Khagendra Kumar - photo 1
Book cover of Unity Networking Fundamentals
Sloan Kelly and Khagendra Kumar
Unity Networking Fundamentals
Creating Multiplayer Games with Unity
1st ed.
Logo of the publisher Sloan Kelly Niagara Falls ON Canada Khagendra - photo 2
Logo of the publisher
Sloan Kelly
Niagara Falls, ON, Canada
Khagendra Kumar
Katihar, Bihar, India
ISBN 978-1-4842-7357-9 e-ISBN 978-1-4842-7358-6
https://doi.org/10.1007/978-1-4842-7358-6
Sloan Kelly and Khagendra Kumar 2022
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Apress imprint is published by the registered company APress Media, LLC part of Springer Nature.

The registered company address is: 1 New York Plaza, New York, NY 10004, U.S.A.

Introduction

This book sets out to demystify network programming and open you and your games up to the wider world using the Unity Engine and the C# programming language. The .NET framework that C# sits on top of has several classes that make creating networked games a little easier.

Intended Audience

This book is intended for Unity developers who are familiar with C# and want to implement their own networking framework, or those who want to have a better understanding of low-level network programming.

This is meant to be an introductory guide to networking. The book concentrates mostly on developing smaller games that can be run on your local network rather than larger multiplayer games played over the Internet. These basic concepts will help you better understand the underlying technology behind multiplayer games and the inherent constraints involved in passing data across a network. The last chapter of the book covers making your game available on the Internet using a third-party service.

Software and Hardware Requirements
The examples in this book were written using Unity 2020.1.6f1. I used both a MacBook Pro (mid-2012, Intel i7) and a PC (mid-2015, Intel i5) during the writing of this book and the examples. To run Unity, you will need a device that meets the following requirements:
  • Windows: Windows 7 (SP1+)/Windows 10, 64-bit only, X64 architecture CPU with SSE2 instruction set support, DX10-, DX11-, or DX12-compatible GPU.

  • MacOS: High Sierra 10.13+, X64 architecture CPU with SSE2 instruction set support, Metal-capable Intel or AMD GPU.

  • Linux (preview support): Ubuntu 16.04, 18.04, or CentOS 7, X64 architecture CPU with SSE2 instruction set support, OpenGL 3.2+ or Vulkan-compatible NVIDIA and AMD GPU, GNOME desktop environment. Requires proprietary NVIDIA or AMD graphics driver.

Be sure to check the Unity system requirements page for the most up-to-date information.

How This Book Is Organized
The book is organized into the following chapters:
  • Networking basics

  • Serialization

  • UnityWebRequest and RESTful APIs

  • Connected services with TCP

  • Connectionless services with UDP

  • Common networking issues

  • First person maze shooter

  • Remote connections

Source Code
The source code for this book is available on GitHub via the books product page, located at www.apress.com/978-1-4842-7357-9 . The source code contains everything you need to build the following:
  • Real-time weather app

  • Networked tic-tac-toe

  • First person maze shooter

  • Basic TCP and UDP examples

Conventions Used In This Book

Various typefaces and styles are used in this book to identify code blocks, warnings, and other notices.

C# code is written in this style:
if (player.IsLoggedIn)
{
print("Player is logged in");
server.PlayerAttached(player.ID);
}
This book contains a list of some tools that come with your operating system to help you. These all run from the command line, also known as the terminal or DOS prompt depending, on your operating system. Command lines are written in the following style. The $ at the beginning of the line should not be typed:
$ ls -al

If an issue needs special attention, the following block is used:

Note

This is a call out and will alert you to any information that is important.

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/978-1-4842-7357-9. For more detailed information, please visit http://www.apress.com/source-code.

Table of Contents
About the Authors
Sloan Kelly

has worked in the games industry for more than 13 years. He worked on a number of AAA and indie titles and currently works for an educational game company. He lives in Ontario, Canada with his wife and children. Sloan is on Twitter @codehoose and makes YouTube videos in his spare time.

Khagendra Kumar

has worked with a number of educational institutions and game studios for training and solutions. He lives in Bihar, India and spends most of his time working with game AI. He can be reached via LinkedIn at /itskhagendra and on Instagram @Khagendra_Developer .

About the Technical Reviewer
Simon Jackson
is a long-time software engineer and architect with many years of Unity game - photo 3
is a long-time software engineer and architect with many years of Unity game development experience, as well as an author of several Unity game development titles. He both loves to both create Unity projects as well as lend a hand to help educate others, whether its via a blog, vlog, user group, or major speaking event.

His primary focus at the moment is with the XRTK (Mixed Reality Toolkit) project, which is aimed at building a cross-platform Mixed Reality framework to enable both VR and AR developers to build efficient solutions in Unity and then build/distribute them to as many platforms as possible.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Unity Networking Fundamentals: Creating Multiplayer Games with Unity»

Look at similar books to Unity Networking Fundamentals: Creating Multiplayer Games with Unity. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Unity Networking Fundamentals: Creating Multiplayer Games with Unity»

Discussion, reviews of the book Unity Networking Fundamentals: Creating Multiplayer Games with Unity and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.