Turn your Unity Game Multiplayer, NOW!

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  • Опубликовано: 18 дек 2024

Комментарии •

  • @yashpandey2353
    @yashpandey2353 3 месяца назад +4

    Haw do you make network discovery to find host

  • @snakeywakey4109
    @snakeywakey4109 Месяц назад +2

    The Multiplayer Play mode package seems to be causing conflicts with Relay

    • @StrawberryDeveloper
      @StrawberryDeveloper  Месяц назад

      jup, when playing on one device you should deactivate relay and play over ip, if all your clients would be on the same computer, you dont need to send that information over a relay. So for testing dont use the relay :)

  • @parsydev
    @parsydev 25 дней назад +2

    After hearing your accent i am not scared i have one anymore 💀😭

  • @1fpsgaming1
    @1fpsgaming1 4 месяца назад +1

    nice video top g

  • @Ejderfora1
    @Ejderfora1 3 месяца назад

    I have a singleplayer car game project can I play with my friends whitout relay and just with unity netcode ?
    and can you explain about the buttons what functions are they calling.

    • @StrawberryDeveloper
      @StrawberryDeveloper  3 месяца назад

      If you don't want to use relay, you need to port forward, a port on your Router!
      the Buttons just call a function on the network manager singleton, to start as Host / as a Client

  • @ItsHotdogFred
    @ItsHotdogFred 2 месяца назад

    Will you be making a video on how to make all the networking go through a dedicated server? If not. Do you recommend anything to help me add that? All the ones I've seen so far do not use unity's netcode

    • @StrawberryDeveloper
      @StrawberryDeveloper  2 месяца назад

      if I'm being honest I've no experience with dedicated servers, but i know that you can build your game as a Dedicated server!

  • @lilshake139
    @lilshake139 3 месяца назад

    Which package is this?? is ir famous? How does it compare to photon?
    I am also making a networking framework

    • @StrawberryDeveloper
      @StrawberryDeveloper  3 месяца назад

      netcode is the official unity networking solution, wich also integrates perfectly with Unity ECS. Its easy to work with and has all the necessary features for multiplayer games

  • @ferelian4511
    @ferelian4511 3 месяца назад

    are the UI in every player prefab?

    • @StrawberryDeveloper
      @StrawberryDeveloper  3 месяца назад

      you can put it in the hierarchy

    • @ferelian4511
      @ferelian4511 3 месяца назад

      @@StrawberryDeveloper how to view UI in every player with different player information?

    • @StrawberryDeveloper
      @StrawberryDeveloper  Месяц назад

      @@ferelian4511 The Ui should be handelt by the clients themself

    • @ferelian4511
      @ferelian4511 Месяц назад

      @@StrawberryDeveloper im still dont understand🥲

    • @StrawberryDeveloper
      @StrawberryDeveloper  Месяц назад

      If you have a Canvas don't put it on the player Prefab, otherwise lets say we have 4 players each of them would have 4 canvases trying to render the UI. You just wanna put it in the Hirachy, so that every player has ther canvas. you can send inforamtion from the host to the client for example like health etc. Let me know if you have any questions

  • @Xbladerreviews
    @Xbladerreviews 3 месяца назад

    but i have unity 2023 but I cannot get it why?

    • @StrawberryDeveloper
      @StrawberryDeveloper  3 месяца назад

      netcode for gameobjects should be in the unity registry, wich version do you have exactly?

    • @Xbladerreviews
      @Xbladerreviews 3 месяца назад

      @@StrawberryDeveloper my bad for late reply but got it figure out

    • @StrawberryDeveloper
      @StrawberryDeveloper  3 месяца назад

      no problem, what was the problem?

    • @Xbladerreviews
      @Xbladerreviews 3 месяца назад

      @@StrawberryDeveloper oh I found out that the parent of the empty has the network stuff

  • @nooblegendgaming7656
    @nooblegendgaming7656 3 месяца назад

    multiplayer game randam spawn points tutorails

    • @StrawberryDeveloper
      @StrawberryDeveloper  3 месяца назад

      I would just teleport the player in the OnNetworkInitialized Method, maybe make some premade spawn-points (empty game-objects) that you save in a singleton, and teleport the player to a random one