*Riptide v2.0.0 is out now:* riptide.tomweiland.net/manual/updates/release-notes/v2.0.0.html Quite a few things have been renamed in v2 which will make it slightly more difficult to follow along with the video, so I recommend using v1.1.0 while watching the tutorials and then updating your project afterwards with the help of the upgrade guide (on the NEW docs site): riptide.tomweiland.net/manual/updates/guides/update-to-v2.html Part 2: ruclips.net/video/tYTswQf3Wkw/видео.html *Links to stuff in the video:* Source code ► github.com/tom-weiland/RiptideSampleFPS/tree/part1 Discord server ► tomweiland.net/discord RiptideNetworking repo ► github.com/tom-weiland/RiptideNetworking Riptide's Steam transport repo ► github.com/tom-weiland/RiptideSteamTransport Commonly used ports list ► en.wikipedia.org/wiki/List_of_TCP_and_UDP_port_numbers Check out my devlogs ► ruclips.net/p/PLXkn83W0QkfmQI9lUzi--TxJaOFYIN7Q4 Support me via GitHub Sponsors ► github.com/sponsors/tom-weiland *Other FAQ* Does this work for 2D games? _Yes. The network code works independently of how many dimensions your game has._
@@fortnitegiftcard8541 definitely Riptide. It's like he mentioned in the video. Riptide is cleaner and easier to work with. And a test conducted a while ago showed it to be 10 times more resource efficient than the previous solution.
Yeah Riptide is free to use, but keep in mind that renting servers (which you'll need to do for any sort of public release) will still cost you money, regardless of what networking system you use.
@@tomweiland I have been having trouble with that. I rented a VPS but I do not think it is publicly accessible from the internet, I uploaded my server to it, fired it up but could not connect
Cheers man, I am into netcode & backend development for multiplayer games. I cannot thank you enough for how your library is a golden learning-source for me. Hopefully, I will be able to contribute your netcode too!
I like how this solution seems like a balance between your old solution, where you had to write everything and I didn't understand it, and Mirror, where I could understand it easily but didn't know exactly what was going on since I wasn't controlling everything. I'm excited to see more of this series!
Yeah, I feel like Riptide is a good middle ground between the two. It saves you the pain of writing the really low level network code (which you most likely wouldn't ever need to modify anyways), but leaves the higher level stuff up to you so that you're fully in control of what's going on.
I got my ServerClient Configuration working, and trasmitted by first message to the server. I already had a setup going called UML that I am using for Educational Content. You tutorial really helped me alot - now I just need to set things up so there are two message types, client and server. messages from clients need to be blocked from accessing server functions. since it all uses my UML system, I just need to setup a dictionary that checks for keywords that clients are not allowed to use - such as shut down server commands and whatnot. I already have most of the stuff done, its just networking that needs to be completed, and thanks to this, I am way farther ahead. I had used riptide in the past in an effort to make an RPG maker with online features. the rpg maker failed, but riptide did not. hence why I am coming back here again to use it. Thank you for such a great tool.
Hey Tom, I've been following you for 2 years now and your content just keeps getting better and better! Whether the videos, or the multiplayer solutions! Riptide is fucking awesome!
This video covered all the bases and went even further beyond. I want to extend my deepest gratitude in how much effort you've put into the tutorial, material and production of this video. This boosted my confidence in applying this new concept to my unity project.
No way you have just uploaded this right before I wanted to come back to your tutorials as my programing knowledge got better since I first found your channel. I'm really looking forward to this tutorial series!
Perfect timing for starting up this new multiplayer networking series! I recently built my gaming pc so I'm back up with Unity game dev. I can't wait to see what you'll make with it. Good touch on showing if you're either working on the Server or Client project/code. Huge improvement in quality compared to your previous tutorial series!
Exactly what I needed, I'm coming back after like 3 years without working with Unity, and I recently wanted to do some networking, I just took my old networking code from your old tutorials and slowy tried to remake everything properly, fixing issues and stuff, and I quickly became to conclusion: "This thing is garbage lol !" I have a lot of performance issues and everything with the old net code, issues when disconnecting, time out issues and more. Since I'm making a complexe game that manage a lot of entities at the same time, I need something stable and efficient ! And I just saw your new tutorial, and I don't wanted to go with Mirror or other stuff like that, Riptide seems to be exactly what I wanted.
Nice tutorial bro, really well explained and with a simple tag reminding you in what script are you working, so simple, so clean, so effective. Really good bro thanks a lot!
I gotta say this new networking solution i miles better than the old one. I previously used the old one and had several problems. Looking forward to more of this series!
I agree. For the last few months I've been so over how bad the old code is that every time someone asked for help with a problem they were having I just wanted to tell them to use Riptide, but until now that wasn't feasible because there was no tutorial 😅
even the tutorial itself makes a lot more sense than your previous series. What I mean is, in the previous tutorials it was more of a "follow what I'm doing" kind of thing with explanations sprinkled in here and there and many people who weren't interested in understanding how the code works or didn't have enough knowledge to understand how it works didn't have a great time. This makes a lot more sense because now you're just showing how to use your multiplayer system instead of building it and anyone interested in understanding how it works can just read the source code. Big brain move right there
Yeah, I didn't do a great job of explaining things in the old tutorials, and they (especially the earlier ones) were much too fast. This is definitely a major improvement on all fronts 😅
I've seen all your videos about networking, I'm so looking forward to it. Are you going to cover important topics like client side prediction or lag compensation in your video series? I really hope so. thank you tom i love your channel
I've got making a client prediction tutorial set as a "reward" for hitting the current goal on GitHub Sponsors, so yes, that will probably happen eventually.
This makes me very happy as I from the get go made my game with online as a potential feature. So modifying my game to support this should be very simply.
Personally, i think a video explaining the methods that rapid uses in detail would be really cool. It will definitely help with solving more complex problems.
You mean you want an explanation of Riptide's internals? That's unlikely to happen-it'd take forever and most people wouldn't really benefit much from that knowledge (because they just want to get on with making their game). The source code _is_ pretty well commented though, so I think you could probably make sense of the majority of it without a video explaining it all.
@@tomweiland yeah i didnt think many people would be interested. Its more i was interested in the steps you took with riptide compared to your original tutorial
Tom, just had to leave a comment and say thank you for the videos. You’re the only person on RUclips who has ever covered this topic, authoritative multiplayer, in a way that not only makes sense, but does it right and feels professional. So many have tried. You are making a great contribution to the indie MP game developer community. Would love to hear about how you managed to learn all of this, are you self taught, did you work for a studio, or is it from schooling? Just curious. Thanks again, keep making great tutorials!
Thank you for the kind words, I'm glad you've found the videos helpful :D I'm entirely self-taught-I got started with networking through some videos that no longer exist, and after that I just spent a lot of time working with this stuff, googling things I didn't know/understand and reading a _lot_ of documentation.
damn. i learned from photon tutorials so far AND THIS IS SO MUCH CLEARER AND BETTER. (the photon ones were good too, they just werent what im looking for) Your explanations are great, and this system really solves a lot of problems i had before and for the first time i feel like in the future id be able to expand upon the tutorial to make a good game id be proud of. thank you so much for developing and preparing riptide for us, and when ill have the money you can bet ill support you. good job man!
Yes, in v2.0.0, which is why I recommend using v1.1.0 while watching the tutorials, and then using the upgrade guide to update your project afterwards: riptide.tomweiland.net/manual/updates/guides/updating-to-v2.html
Interesting. I’ve been following your other networking tutorials, is this going to be a similar series? And if so do you think the previous tutorials are going to be helpful still?
The previous tutorials might be beneficial because you'll be writing all the low level code yourself. On the other hand, I didn't do the greatest job at explaining all that so it may not actually help you learn anything. In this series we don't write the super low level stuff and just stick to what applies to the process of setting up mechanics in a multiplayer environment, so these videos will probably also be more beginner friendly.
Idk how i could have missed this vid, but damn nice api. Having so much fun with it. In comparison to mirror its way easier to understand aswell. I know exactly what each method does and know exactly what my possibilities are with this. Thanks a lot.
Flaco no te conozco, vi literal medio video tuyo, ya te envíe guita. Sos todo un profesional. Da gusto ver tutoriales así. Da gusto todo el trabajo que haces con la libreria Riptide !
Holy shit, Your TPC/UDP connection series was first thing i tried to do when i started using Unity! Now you give something like this for free. Thanks a lot!
OMG, I love this new solution and how easy it is to use. This is so cool and I can tell how much you worked on it. I would definitely recommend this solution to others in the multiplayer game dev scene. I used your old solution in a game before and this is a HUGE step up. Can't wait for the future tutorials!
Hi i've used ur old network solution and found it very nice and handy!! Good to see that there is way more to do. Scince you had anounced an a devlog that u are working on an updated verion ive waited every day till it is out now
@@tomweiland that makes me lucky lol, if I can get the basic things ready I think I can try do it solo for learning purposes, weekends are basically the only time I can code properly
Hi Tom, thank you i have been waiting on your Riptide tutorials with great anticipation and i can say going through this part i am really looking forward to the next :) keep up the outstanding work.
@@tomweiland I really want to thank you for the before series on multiplayer setup, you taught me a lot! Can't wait to see how this series goes, for sure I will learn a lot from this too.
Works well, thank you. Couldn't get the Message Handler to work, kept saying there's no handler for the given ID. Got around it by using the message received event, on client. Nice and simple over all.
If it's complaining that there's no handler for an ID despite you definitely having a handler method set up for that ID (with the attribute), the method's parameters are probably incorrect. Server-side message handlers are defined by having two parameters (a ushort and a Message instance) and will only be detected/used by Server instances. Client-side message handlers are defined by having only one parameter (a Message instance) and will only be detected/used by Client instances. What probably happened is that your handler method was supposed to be for the client side (or vice versa) but didn't have the appropriate parameters and was therefore not used.
Truly man, thank you. A couple of friends and I are making a first person survival game in the vein of DayZ and Deadside. However, we want to make it open source and implement multiplayer while keeping the complexity elsewhere to a minimum. I genuinely can't express my gratitude enough for making this incredible video and not just allowing others to benefit off of your hard work and talent, but teach them to implement it themselves! I am on the edge of my seat waiting for another video and am excited to learn more!
For some reason, I was skeptical at first, but I'm glad I started using riptide instead of the old solution. it's so much better to work with. Also, I noticed if I had two clients/projects running at once with the old solution, if I wasn't tabbed in, the game would run at like 1FPS, which made testing on one machine very annoying. Idk if that was caused by the networking, but one of the first things I noticed after implementing riptide, was that I no longer had this issue. Also nice that you're working on a transport for steam. Another cool thing would be a transport for epic online services, since(if I understood it right) they offer pretty much the same features as steam, but it works independent from epic launcher and is designed to work on literally every platform.
I'm glad you're enjoying Riptide! I've added the Epic transport to my things-to-look-into-eventually list, but I have no idea how soon I'll get around to that. I'm also not sure how that would work considering Riptide is built in C#-is there a C# API/wrapper for their online services stuff? _"if I had two clients/projects running at once with the old solution, if I wasn't tabbed in, the game would run at like 1FPS"_ That's very strange...my initial thought was that maybe you had the Run in Background option disabled in one/both of your projects, but if that was the case it should stop completely when you tab out, not run it 1fps 🤔 The old networking solution is/was substantially slower than Riptide, but unless you've got quite an old computer, I don't think the networking solution alone (in otherwise equally performance-intense projects) would make a large enough performance difference to go from 1fps to no noticeable lag...
@@tomweiland Sweet! EOS has a C# SDK but their documentation is far worse then the one from streamworks, and there is way less information about it from what I could see. Maybe that's just because I'm somewhat used to the steamworks stuff now though. About the 1fps thing, I'm also having my doubts that it was caused by the networking alone, but at least I don't seem to have the issue at the moment.
I think I got what I want because there is some problem with your old code but old is gold I thank you for that too. looking forward to it and very excited, then NO WAY HOME🤣🤣
I've never used Photon, but the idea of having an arbitrary CCU limit imposed on me just for using a certain solution (even if you host your own servers) doesn't really appeal to me. Also most of the people I've talked to who have used Photon said they didn't really like it 😅
I don't know if you've already done this in newer versions of this framework but you could wrap your Client.Connect method which takes a string with another method. Then you would avoid the exposed string parameter. Something like this: public void ConnectClient(ushort ip, ushort port) => Client.Connect($"{ip}:{port}); then only expose this method.
I mean you can wrap it yourself if you like, but Riptide's connect method won't receive a wrapper like that as not all transports take an IP and port as the host address. For example, the Steam transport needs a Steam ID to connect to-a wrapper that takes an IP and port wouldn't work for that at all.
Yeahh ❤️ Thanks tom. Quick question, in this series you'll implement create room? if don't, it possible to implement create room using this series? anyway thanks for this 🙏
@@tomweiland nah man! I know it takes time to create quality content! Especially when you have to produce quality code along with it! You're a legend. Keep up the great work! I am starting development on my dream game and I hope to use you networking solution because all the other ones did too much (like you said in the video). So thank you! Keep up the great work brother.
Ok so I'm the guy with the strangest questions and THAT is "Can I follow your tutorials if I'm using Bolt?" I'm talking about your previous series in general
The real question is "why would you _want_ to follow my tutorials if you're using Photon?" I suppose maybe some of the videos might be helpful for giving you ideas of how to implement certain things, but the differences in actual code you write would be substantial, and all the actual networking-related stuff will be useless for you. The whole point of using something like Photon Bolt is that it does most of the complicated stuff that we cover in those videos for you.
Oh my bad, I assumed you were talking about Photon Bolt 😂 I had no idea that Bolt is also a visual scripting tool-I've got now idea how it works, but if it allows you to hook into methods that exist in custom code, I think you _should_ be able to use Riptide with it.
I am new into networking in C#. I have only used Photon before and I didn't like it for the same reasons you said, If I want to test it with someone else what will i do with the server? Will i build it or leave it like that and what will the other ones do with server? Sorry for asking a lot of questions but i really don't know😅😅
You can build the server or run it in the editor. In order to have a friend connect from a different network, you'll need to portforward the port that the server is listening on (in your router settings) and then change the IP that clients connect to to your public IP.
If you release your game, you'll always want a server running (otherwise players wouldn't be able to connect and play), but you definitely don't want to do that on your own computer unless it's only your friends/people you trust playing. Even then, having your computer on 24/7 is suboptimal, so you'd most likely want/have to pay for server hosting.
You can also do it all in one project, and that's probably better for large projects. However, 2 separate projects helps demonstrate the separation between server and client, which I think is useful when you're first getting started with multiplayer.
Yeah if you want to follow the tutorials, you either need to know enough about Unity/C#/multiplayer to be able to convert everything I do into a single project on the fly, or you need to use two projects (and maybe convert it later).
So, the way this networking solution works, is it run on the creator's router and computer? Or is it run on specific servers, or by the computer which is hosting the room?
Really nice can't wait to see what this Riptide networking can do. However, I followed your first serie about networking, and it was missing something I think. In order to use servers and clients in a game you need some kind of masterServer, to create, handle and destroy servers. Will you adress this topic on this serie ? It would be nice so we could actually create a full game using your serie.
I'm not sure I'll address master servers/server management. Setting up a master server would be more of the same, with just the packets/messages that it sends/handles being different, so that's not really worth covering in my opinion. If you're talking about more of the devops side of things with spinning up new game server instances when needed, that's not something I've really dealt with myself, so I wouldn't feel qualified making a video about it at this point.
*Riptide v2.0.0 is out now:* riptide.tomweiland.net/manual/updates/release-notes/v2.0.0.html
Quite a few things have been renamed in v2 which will make it slightly more difficult to follow along with the video, so I recommend using v1.1.0 while watching the tutorials and then updating your project afterwards with the help of the upgrade guide (on the NEW docs site): riptide.tomweiland.net/manual/updates/guides/update-to-v2.html
Part 2: ruclips.net/video/tYTswQf3Wkw/видео.html
*Links to stuff in the video:*
Source code ► github.com/tom-weiland/RiptideSampleFPS/tree/part1
Discord server ► tomweiland.net/discord
RiptideNetworking repo ► github.com/tom-weiland/RiptideNetworking
Riptide's Steam transport repo ► github.com/tom-weiland/RiptideSteamTransport
Commonly used ports list ► en.wikipedia.org/wiki/List_of_TCP_and_UDP_port_numbers
Check out my devlogs ► ruclips.net/p/PLXkn83W0QkfmQI9lUzi--TxJaOFYIN7Q4
Support me via GitHub Sponsors ► github.com/sponsors/tom-weiland
*Other FAQ*
Does this work for 2D games?
_Yes. The network code works independently of how many dimensions your game has._
Thank you so muchhh
Is making a server better using riptide or using your old networking tutorials code?
@@fortnitegiftcard8541 definitely Riptide. It's like he mentioned in the video. Riptide is cleaner and easier to work with. And a test conducted a while ago showed it to be 10 times more resource efficient than the previous solution.
Please show client and server prediction
It'd be soo helpful
@@enderduck4253 thanks
The constant reminders of which file you're editing is a big step up from your older videos, looking forward to see more from you
Definitely, and they're essential if I want to have the footage zoomed in like that 😅
Omg I'm so excited for this. I've been waiting for a brand new networking system to use without money. I thank you so much!!
Yeah Riptide is free to use, but keep in mind that renting servers (which you'll need to do for any sort of public release) will still cost you money, regardless of what networking system you use.
@@tomweiland I have been having trouble with that. I rented a VPS but I do not think it is publicly accessible from the internet, I uploaded my server to it, fired it up but could not connect
Did you make it?
Cheers man, I am into netcode & backend development for multiplayer games. I cannot thank you enough for how your library is a golden learning-source for me. Hopefully, I will be able to contribute your netcode too!
Glad to hear it's been helpful :D
I knows it's been said a lot but you really are amazing, thank you for putting your time and effort into these great videos
Thanks for the kind words 😅
I like how this solution seems like a balance between your old solution, where you had to write everything and I didn't understand it, and Mirror, where I could understand it easily but didn't know exactly what was going on since I wasn't controlling everything. I'm excited to see more of this series!
Yeah, I feel like Riptide is a good middle ground between the two. It saves you the pain of writing the really low level network code (which you most likely wouldn't ever need to modify anyways), but leaves the higher level stuff up to you so that you're fully in control of what's going on.
I got my ServerClient Configuration working, and trasmitted by first message to the server. I already had a setup going called UML that I am using for Educational Content. You tutorial really helped me alot - now I just need to set things up so there are two message types, client and server. messages from clients need to be blocked from accessing server functions. since it all uses my UML system, I just need to setup a dictionary that checks for keywords that clients are not allowed to use - such as shut down server commands and whatnot. I already have most of the stuff done, its just networking that needs to be completed, and thanks to this, I am way farther ahead.
I had used riptide in the past in an effort to make an RPG maker with online features. the rpg maker failed, but riptide did not. hence why I am coming back here again to use it. Thank you for such a great tool.
Hey Tom, I've been following you for 2 years now and your content just keeps getting better and better! Whether the videos, or the multiplayer solutions! Riptide is fucking awesome!
Thank you! I'm always looking to improve the work I do-glad you like it :D
This video covered all the bases and went even further beyond. I want to extend my deepest gratitude in how much effort you've put into the tutorial, material and production of this video. This boosted my confidence in applying this new concept to my unity project.
Thanks for the kind words, glad you liked it :D
No way you have just uploaded this right before I wanted to come back to your tutorials as my programing knowledge got better since I first found your channel. I'm really looking forward to this tutorial series!
Impeccable timing 👌
THANK YOU SO MUCH. I followed your old tutorial to make some multiplayer games and I'm so excited about Riptide. Makes it much easier.
It's _sooo_ much better :P
Perfect timing for starting up this new multiplayer networking series! I recently built my gaming pc so I'm back up with Unity game dev. I can't wait to see what you'll make with it. Good touch on showing if you're either working on the Server or Client project/code. Huge improvement in quality compared to your previous tutorial series!
Yeah, it's an upgrade on all fronts. The code is better and so are the videos :P
Very cool! Can't wait to see what people make with this!
Hey rudbugg thank you for your tutorials alsooo
Yes, that'll be interesting to see...
The graphics for your game are amazing. I was wondering when Riptide came out and so far, I'm very impressed.
Glad you like it :)
@@tomweiland Yeah, some parts of it kind of reminds me of DarkRift but, it's greatly simplified.
Exactly what I needed, I'm coming back after like 3 years without working with Unity, and I recently wanted to do some networking, I just took my old networking code from your old tutorials and slowy tried to remake everything properly, fixing issues and stuff, and I quickly became to conclusion: "This thing is garbage lol !" I have a lot of performance issues and everything with the old net code, issues when disconnecting, time out issues and more. Since I'm making a complexe game that manage a lot of entities at the same time, I need something stable and efficient !
And I just saw your new tutorial, and I don't wanted to go with Mirror or other stuff like that, Riptide seems to be exactly what I wanted.
Nice, welcome back to game dev :D
Nice tutorial bro, really well explained and with a simple tag reminding you in what script are you working, so simple, so clean, so effective. Really good bro thanks a lot!
Glad it helped :)
I gotta say this new networking solution i miles better than the old one. I previously used the old one and had several problems. Looking forward to more of this series!
I agree. For the last few months I've been so over how bad the old code is that every time someone asked for help with a problem they were having I just wanted to tell them to use Riptide, but until now that wasn't feasible because there was no tutorial 😅
Simply lovely, muchly needed. Thank you, Tom Weiland.
No problem :D
even the tutorial itself makes a lot more sense than your previous series. What I mean is, in the previous tutorials it was more of a "follow what I'm doing" kind of thing with explanations sprinkled in here and there and many people who weren't interested in understanding how the code works or didn't have enough knowledge to understand how it works didn't have a great time. This makes a lot more sense because now you're just showing how to use your multiplayer system instead of building it and anyone interested in understanding how it works can just read the source code. Big brain move right there
Yeah, I didn't do a great job of explaining things in the old tutorials, and they (especially the earlier ones) were much too fast. This is definitely a major improvement on all fronts 😅
I've seen all your videos about networking, I'm so looking forward to it. Are you going to cover important topics like client side prediction or lag compensation in your video series? I really hope so. thank you tom i love your channel
I've got making a client prediction tutorial set as a "reward" for hitting the current goal on GitHub Sponsors, so yes, that will probably happen eventually.
@@tomweiland glad to hear that, thanks for the tutorials, they are very useful
This makes me very happy as I from the get go made my game with online as a potential feature. So modifying my game to support this should be very simply.
👌
Personally, i think a video explaining the methods that rapid uses in detail would be really cool. It will definitely help with solving more complex problems.
You mean you want an explanation of Riptide's internals? That's unlikely to happen-it'd take forever and most people wouldn't really benefit much from that knowledge (because they just want to get on with making their game). The source code _is_ pretty well commented though, so I think you could probably make sense of the majority of it without a video explaining it all.
@@tomweiland yeah i didnt think many people would be interested. Its more i was interested in the steps you took with riptide compared to your original tutorial
I remember watching your old multiplayer tutorial almost 2 years ago when I was in grade 8!
Haha yeah it was about time for an upgrade :P
@@tomweiland you are really talented with this stuff, keep it up!
I love it when people go above and beyond like this .... you sir are a gent and have earned a Ko-Fi on me.
Glad you found it useful! I appreciate any and all support, but if it's all the same to you, I think I prefer GitHub Sponsors over Ko-fi 😅
Tom, just had to leave a comment and say thank you for the videos. You’re the only person on RUclips who has ever covered this topic, authoritative multiplayer, in a way that not only makes sense, but does it right and feels professional. So many have tried. You are making a great contribution to the indie MP game developer community.
Would love to hear about how you managed to learn all of this, are you self taught, did you work for a studio, or is it from schooling? Just curious. Thanks again, keep making great tutorials!
Thank you for the kind words, I'm glad you've found the videos helpful :D
I'm entirely self-taught-I got started with networking through some videos that no longer exist, and after that I just spent a lot of time working with this stuff, googling things I didn't know/understand and reading a _lot_ of documentation.
damn. i learned from photon tutorials so far AND THIS IS SO MUCH CLEARER AND BETTER. (the photon ones were good too, they just werent what im looking for)
Your explanations are great, and this system really solves a lot of problems i had before and for the first time i feel like in the future id be able to expand upon the tutorial to make a good game id be proud of. thank you so much for developing and preparing riptide for us, and when ill have the money you can bet ill support you. good job man!
Thank you for the kind words! I'm glad you've found Riptide/these tutorials helpful :D
Note to all new viewers: Server.Tick() method was replaced with Server.Update()
Yes, in v2.0.0, which is why I recommend using v1.1.0 while watching the tutorials, and then using the upgrade guide to update your project afterwards: riptide.tomweiland.net/manual/updates/guides/updating-to-v2.html
@@tomweiland how about for client?
This is lovely, I love this way of networking things. Thanks really much for bringing this to Unity.
Glad you like it :D
Interesting. I’ve been following your other networking tutorials, is this going to be a similar series? And if so do you think the previous tutorials are going to be helpful still?
The previous tutorials might be beneficial because you'll be writing all the low level code yourself. On the other hand, I didn't do the greatest job at explaining all that so it may not actually help you learn anything.
In this series we don't write the super low level stuff and just stick to what applies to the process of setting up mechanics in a multiplayer environment, so these videos will probably also be more beginner friendly.
Idk how i could have missed this vid, but damn nice api. Having so much fun with it. In comparison to mirror its way easier to understand aswell. I know exactly what each method does and know exactly what my possibilities are with this. Thanks a lot.
I tried to name and structure everything as naturally and logically as possible, so it's great to hear you're finding it easy to understand :D
Flaco no te conozco, vi literal medio video tuyo, ya te envíe guita. Sos todo un profesional. Da gusto ver tutoriales así. Da gusto todo el trabajo que haces con la libreria Riptide !
You sent me money? When? On what platform? I don't think I got anything...
Glad you like the tutorials though!
This is going to be my favourite series of all time
How can you tell so soon 😅
Holy shit,
Your TPC/UDP connection series was first thing i tried to do when i started using Unity! Now you give something like this for free. Thanks a lot!
No problem :)
Not used RipTide but you're absolutely spot on with Mirror. Looking forward to seeing how this tutorial series progresses, great job, Tom!
Glad to hear I didn't say anything dumb about Mirror 😂
@@tomweiland bro can you teach slowly :((
Wow Unity should really send you some money.
Awesome what u just released here❗🔥👌🤩
That would be nice 😂
I really enyoed your older networking tutorials as well, and I will follow this series also. Thank you for your knowledge sharing. respect! :)
Glad you've found them helpful :)
OMG, I love this new solution and how easy it is to use. This is so cool and I can tell how much you worked on it. I would definitely recommend this solution to others in the multiplayer game dev scene. I used your old solution in a game before and this is a HUGE step up. Can't wait for the future tutorials!
You, sir, sound like you understand Riptide's supremacy on a spiritual level 😂
@@tomweiland also, I love the convenience of adding to unity’s package manager. Just a one click update!
Nice step up in production quality for this video, top job Tom!
Thanks, glad you like it :D
Hi i've used ur old network solution and found it very nice and handy!!
Good to see that there is way more to do.
Scince you had anounced an a devlog that u are working on an updated verion ive waited every day till it is out now
Haha yeah it's finally here :P
I'm really looking forward to this series. My goal is to build a small MMO game, but I never know where to start. This seems perfect!
Good luck :)
@@tomweiland Thank you!
You're the best and your videos are making my dream game a reality! Thank you so much!
Awesome :)
Cant waiit for episode 2, i really want to try making a FPS, ive got my ideas down but i want to make a base before i implement them
Hopefully this weekend 🤞
@@tomweiland that makes me lucky lol, if I can get the basic things ready I think I can try do it solo for learning purposes, weekends are basically the only time I can code properly
Good to see you back on RUclips Tom!
It's good to be back 😅
Real thanks to Tom :3. I'm utterly exasperated on making multiplayer, and now. I found Tom. Everything works!!! You're a good teacher UwU.
Better and the best :3
Glad to hear it :D
I literally just subscribed minutes ago. The timing is impeccable.
Epic :D
Hi Tom, thank you i have been waiting on your Riptide tutorials with great anticipation and i can say going through this part i am really looking forward to the next :) keep up the outstanding work.
Glad you liked it :D
Dude I love all of your videos! You're doing a great job and I'm honestly surprised how good you are at this networking stuff. Keep up the good work!
Haha thanks 😅
These tutorial are so good it is almost a crime
😅
@@tomweiland And easily adapble to personal projects. Really loving it.
Glad you like it :)
Niiiice! New series! Keep up the good work man!
Yeah, and this time it's not at light speed 😂
@@tomweiland I really want to thank you for the before series on multiplayer setup, you taught me a lot! Can't wait to see how this series goes, for sure I will learn a lot from this too.
Glad to hear it! I'm hoping to get into some more advanced stuff in this series, seeing as how Riptide takes care of most of the basics.
The Return of the King!
😳
@@tomweiland Thx for the heart and your content! You have literally the most helpful videos when it comes to networking with Unity. Keep it up! 😊
I just wanted to say thank you for your hard work and for this tutorial. It is really appreciated.
Glad it's been helpful :)
Works well, thank you.
Couldn't get the Message Handler to work, kept saying there's no handler for the given ID.
Got around it by using the message received event, on client.
Nice and simple over all.
If it's complaining that there's no handler for an ID despite you definitely having a handler method set up for that ID (with the attribute), the method's parameters are probably incorrect. Server-side message handlers are defined by having two parameters (a ushort and a Message instance) and will only be detected/used by Server instances. Client-side message handlers are defined by having only one parameter (a Message instance) and will only be detected/used by Client instances.
What probably happened is that your handler method was supposed to be for the client side (or vice versa) but didn't have the appropriate parameters and was therefore not used.
Hey nice. Been waiting to see what you were working on. You have not disappointed
Glad to hear it 😅
Your tutorials are great, I would love to see even more!
There will definitely be more at some point :)
Truly man, thank you. A couple of friends and I are making a first person survival game in the vein of DayZ and Deadside. However, we want to make it open source and implement multiplayer while keeping the complexity elsewhere to a minimum. I genuinely can't express my gratitude enough for making this incredible video and not just allowing others to benefit off of your hard work and talent, but teach them to implement it themselves! I am on the edge of my seat waiting for another video and am excited to learn more!
I'm glad you've found it helpful! Hopefully the next one will be out within the next 2 weeks-good luck with your project :)
This is awesome! I don't use Unity anymore, but still checking out your videos. :D
What are you using now? Unreal?
@@tomweiland Nah, the Rust programming language with a few libraries called Macroquad, and HECS :D
For some reason, I was skeptical at first, but I'm glad I started using riptide instead of the old solution. it's so much better to work with. Also, I noticed if I had two clients/projects running at once with the old solution, if I wasn't tabbed in, the game would run at like 1FPS, which made testing on one machine very annoying. Idk if that was caused by the networking, but one of the first things I noticed after implementing riptide, was that I no longer had this issue. Also nice that you're working on a transport for steam. Another cool thing would be a transport for epic online services, since(if I understood it right) they offer pretty much the same features as steam, but it works independent from epic launcher and is designed to work on literally every platform.
i have a question: is there a player that has a specified client that is host and not a server?
I'm glad you're enjoying Riptide! I've added the Epic transport to my things-to-look-into-eventually list, but I have no idea how soon I'll get around to that. I'm also not sure how that would work considering Riptide is built in C#-is there a C# API/wrapper for their online services stuff?
_"if I had two clients/projects running at once with the old solution, if I wasn't tabbed in, the game would run at like 1FPS"_
That's very strange...my initial thought was that maybe you had the Run in Background option disabled in one/both of your projects, but if that was the case it should stop completely when you tab out, not run it 1fps 🤔
The old networking solution is/was substantially slower than Riptide, but unless you've got quite an old computer, I don't think the networking solution alone (in otherwise equally performance-intense projects) would make a large enough performance difference to go from 1fps to no noticeable lag...
@@tomweiland Sweet! EOS has a C# SDK but their documentation is far worse then the one from streamworks, and there is way less information about it from what I could see. Maybe that's just because I'm somewhat used to the steamworks stuff now though.
About the 1fps thing, I'm also having my doubts that it was caused by the networking alone, but at least I don't seem to have the issue at the moment.
Finally very glad to see a new network tutorial looking forward to it :D
Yeah it took a while :P
POGCHAMP, I would totally donate to keep this project running if I could!
Don't worry about it if you can't, and definitely don't give me money you need for yourself :P
I think I got what I want because there is some problem with your old code but old is gold I thank you for that too. looking forward to it and very excited, then NO WAY HOME🤣🤣
👍
Lets go new video, was thinking a new one would come out soon
Well you were right!
Thank you! Looks great! I can’t wait to get into it tonight!
Awesome :)
This is exactly what I need. Great video man
Glad I could help :)
Awesome ❤️❤️, can't wait to see next part 😁
😅
It's amazing to find so quality tutorial! Thank you so much! I have a question: why Riptide, not Photon you choose?
I've never used Photon, but the idea of having an arbitrary CCU limit imposed on me just for using a certain solution (even if you host your own servers) doesn't really appeal to me. Also most of the people I've talked to who have used Photon said they didn't really like it 😅
I don't know if you've already done this in newer versions of this framework but you could wrap your Client.Connect method which takes a string with another method. Then you would avoid the exposed string parameter. Something like this:
public void ConnectClient(ushort ip, ushort port) => Client.Connect($"{ip}:{port});
then only expose this method.
I mean you can wrap it yourself if you like, but Riptide's connect method won't receive a wrapper like that as not all transports take an IP and port as the host address. For example, the Steam transport needs a Steam ID to connect to-a wrapper that takes an IP and port wouldn't work for that at all.
Wow did you read my mind? I literally just started working on something like this to play around with
I wish I had that ability 😅
The return of the king…
😳
Wow, Riptide is pretty sweet, great job.
Glad you like it :D
finally another chance to get into multiplayer! thanks god!
😅
I like it a lot. I definitely will use that in my feature projects
Awesome :)
If I wanted to have more servers in my game that would host more PCs, would I just duplicate the script and change the IP address and port?
No, you'd run multiple server applications. Look into devops, Docker containers, and Kubernetes.
You really are amazing dude !
Thanks :)
This is really awesome! Really looking forward to the complete series! Is this udp or tcp based or both? 🌟
Riptide's default transport uses only UDP.
It's RUDP or Reliable UDP, so you're retaining UDP's speed but you can still send information reliably if you need to.
Can’t wait for next video Tom
Soon...
Yeahh ❤️
Thanks tom.
Quick question, in this series you'll implement create room? if don't, it possible to implement create room using this series?
anyway thanks for this 🙏
I don't think I'll cover lobby systems in this series, but it's definitely possible to implement that with Riptide.
WOHA NEW SERIES LETS GO
🥳
outstanding Tutorial
Glad you liked it :)
Don’t drop this great serie. Don’t drop this libary 🎉
I'm not dropping the library but I have no plans to continue this series.
I love your content thx for making this great video please keep posting 😃
Glad you liked it :D
Heck yeah bro! I am so happy it came.
It certainly took long enough :P
@@tomweiland nah man! I know it takes time to create quality content! Especially when you have to produce quality code along with it! You're a legend. Keep up the great work! I am starting development on my dream game and I hope to use you networking solution because all the other ones did too much (like you said in the video). So thank you! Keep up the great work brother.
You're a real genius
I'm not sure about that 😅
Ok so I'm the guy with the strangest questions and THAT is "Can I follow your tutorials if I'm using Bolt?" I'm talking about your previous series in general
The real question is "why would you _want_ to follow my tutorials if you're using Photon?" I suppose maybe some of the videos might be helpful for giving you ideas of how to implement certain things, but the differences in actual code you write would be substantial, and all the actual networking-related stuff will be useless for you. The whole point of using something like Photon Bolt is that it does most of the complicated stuff that we cover in those videos for you.
@@tomweiland I didt say anything about photon? I'm asking if I can write all that code in visual scripting?
Oh my bad, I assumed you were talking about Photon Bolt 😂
I had no idea that Bolt is also a visual scripting tool-I've got now idea how it works, but if it allows you to hook into methods that exist in custom code, I think you _should_ be able to use Riptide with it.
@@tomweiland thanks for your time mate.
I am new into networking in C#. I have only used Photon before and I didn't like it for the same reasons you said, If I want to test it with someone else what will i do with the server? Will i build it or leave it like that and what will the other ones do with server?
Sorry for asking a lot of questions but i really don't know😅😅
You can build the server or run it in the editor. In order to have a friend connect from a different network, you'll need to portforward the port that the server is listening on (in your router settings) and then change the IP that clients connect to to your public IP.
Meaning that the server should be always running on my machine right?
Cuz i really want to use Riptide
If you release your game, you'll always want a server running (otherwise players wouldn't be able to connect and play), but you definitely don't want to do that on your own computer unless it's only your friends/people you trust playing. Even then, having your computer on 24/7 is suboptimal, so you'd most likely want/have to pay for server hosting.
Thanks alot♥️
Ooooooooooooooooooo new series ♥️♥️♥️♥️♥️♥️♥️♥️
About time 😅
hippity hoppety your code is now my property
-Dani
Yoink
i was waiting for 3 years
That's a long time!
Yup
I thought you had to add 2 scene's but no you have to make 2 projects this is hard for my little brain i will do this tmrw
You can also do it all in one project, and that's probably better for large projects. However, 2 separate projects helps demonstrate the separation between server and client, which I think is useful when you're first getting started with multiplayer.
@@tomweiland but when i make seprate scenes in one project everything i do is done in both scenes plz help:)
Yeah if you want to follow the tutorials, you either need to know enough about Unity/C#/multiplayer to be able to convert everything I do into a single project on the fly, or you need to use two projects (and maybe convert it later).
@@tomweiland got it thanks
Man thats really awesome ,Thankyou bro helped me a alot
Glad to hear it :D
cant wait to part 2 👍👍👍
Should be out in the next few days :)
Can't wait for part 2
Soon 🤞
Yes I have been waiting for this
It's finally here :P
Wow! New tutorials! Awesome!
It took a bit longer than I'd hoped :P
So, the way this networking solution works, is it run on the creator's router and computer? Or is it run on specific servers, or by the computer which is hosting the room?
That's entirely your choice, but if you're publicly releasing your game you probably don't want to be running the server on your personal computer.
aww bless the new tutorials!!
It took a while but #1 is finally here 😅
very helpful. thanks
👍
for those of you copying the code. Make sure you call the Connect method in the Start method
If you are copying and not putting in UI
🤔
@@tomweiland Sorry. I should really look at what I'm doing before I post something
Damn this is blessing time to rework my project lol
Have fun :P
Great Tutorial, but what theme are you using in VS?
It's not any existing theme-I just manually changed the colors of stuff in the settings.
Really nice can't wait to see what this Riptide networking can do. However, I followed your first serie about networking, and it was missing something I think. In order to use servers and clients in a game you need some kind of masterServer, to create, handle and destroy servers. Will you adress this topic on this serie ? It would be nice so we could actually create a full game using your serie.
I'm not sure I'll address master servers/server management. Setting up a master server would be more of the same, with just the packets/messages that it sends/handles being different, so that's not really worth covering in my opinion. If you're talking about more of the devops side of things with spinning up new game server instances when needed, that's not something I've really dealt with myself, so I wouldn't feel qualified making a video about it at this point.