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Unity Networking
JungSu Kim edited this page Jan 27, 2016
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- http://forum.unity3d.com/threads/unity-5-unet-multiplayer-tutorials-making-a-basic-survival-co-op.325692/
- http://forum.unity3d.com/threads/unet-sample-projects.331978/
- http://wiki.unity3d.com/index.php/UNET#
- http://docs.unity3d.com/Manual/UNetOverview.html
- http://www.gabrielgambetta.com/
- 유니티 네트워크 시스템의 키워드의 의미 이해하기
- High Level API 사용방법 익히기
- Low Level API 사용방법 익히기
- 매칭 시스템 이해하기
- 로비매니저 이해하기
- 서버 모드로 실행하는 방법 알아보기
- Control the networked state of the game using a “Network Manager”.
- Operate “client hosted” games, where the host is also a player client.
- Serialize data using a general-purpose serializer.
- Send and receive network messages.
- Send networked commands from clients to servers.
- Make remote procedure calls (RPCs) from servers to clients.
- Send networked events from servers to clients.
- A NetworkIdentity component for networked objects.
- A NetworkBehaviour for networked scripts.
- Configurable automatic synchronization of object transforms.
- Automatic synchronization of script variables.
- Support for placing networked objects in Unity scenes.
- Network components
- Matchmaking service
- Create matches and advertise matches.
- List available matches and join matches.
- Relay server
- Game-play over internet with no dedicated server.
- Routing of messages for participants of matches.
- Optimized UDP based protocol.
- Multi-channel design to avoid head-of-line blocking issues
- Support for a variety of levels of Quality of Service (QoS) per channel.
- Flexible network topology that supports peer-to-peer or client-server architectures.
- Multiplayer 2D Tanks example game
- Multiplayer Invaders game with Matchmaking
- Multiplayer 2D space shooter with Matchmaking
- Minimal Multiplayer project
- Network Animator
- NetworkBehaviour
- NetworkClient
- NetworkConnection
- NetworkDiscovery
- NetworkIdentity
- Network Lobby Manager
- Network Lobby Player
- NetworkManager
- Network Manager HUD
- Network Proximity Checker
- NetworkReader
- NetworkServer
- NetworkStartPosition
- NetworkTransform
- NetworkTransformChild
- NetworkTransformVisualizer
- NetworkTransport
- NetworkWriter
- Using the NetworkManager
- Object Spawning
- State Synchronization
- Remote Actions
- Player Objects
- Object Visibility
- Network Messages
- Matchmaker
- Scene Objects
- Converting a Single Player Game to Multiplayer
- Multiplayer Lobby
- Network Clients and Servers
- Host Migration
- Features
- Establishing Connections
- Communicating using a variety of “quality of services”
- Flow control
- Base statistics
- Additional services like communication via relay server or local discovery
- Workflow
- Initialize the Network Transport Layer
- Configure network topology
- Create Host
- Start communication (handling connections and sending/receiving messages)
- Shut down library after use.
- Matchmaking service
- Relay server
- UNITE Conference
- Unity5 Features
- Unity 2D
- Unity AI
- Unity Animation
- Unity AR(Augmented Reality)
- Unity Assets
- Unity Build
- Unity Cache Server
- Unity Crypto
- Unity Debug
- Unity Easing
- Unity Editor
- Unity Effects
- Unity External Device
- Unity Game Decompile
- Unity Game Logic
- Unity Graphics
- Unity Hardware
- Unity HoloLens
- Unity Library
- Unity Lighting
- Unity Live2D
- Unity Networking
- Unity Optimization
- Unity Particle System
- Unity Physics
- Unity Precedural
- Unity Profiler
- Unity Rendering
- Unity Service
- Unity Shader
- Unity Testing
- Unity Variation
- Unity Windows
- Unity Things