My thing is, when multi-player game devs talk about multiplayer, they will tell you two things. 1. It's hard 2. You need to develop your game with multi-player in mind from the start. While conceptually that makes sense, they don't elaborate. Like of course you need to start with multi-player if you're going to have a dedicated server and clients because your input needs to go to the server and the server needs to communicate that back. Cloud based servers makes sense, since you want low latency for your player base but nothing more is elaborated on past that. This video is the best road map I've ever seen for all the big picture systems that need to be put in place to make a big multi-player game and I can not thank you enough for putting this together.
tbf, if you use unity, there are some libraries that makes it pretty easy. These "mmo architectures" are just needed when you're developing a pretty big project. Exactly the same war you see on webdevelopment when people argue that languages like Ruby or PHP aren't suitable for webapps and that's why facebook stopped using PHP.
i have searched the internet for simple info about networking before making my first unity multiplayer game and found that this series is the best of the internet has to offer keep up the good work , and thank you
Oh my goodness dude you blew my mind!!! This probably the most in depth and simple to understand tutorial on networking I've ever seen. Great job man!!! loved it! I truly hope your able to achieve the scope of what you presented in this tutorial. So far you've given all this away freely and it's much appreciated. Keep up the great work!
Holy smokes, this is actually amazing and was everything I was hoping for. Just stumbled across this randomly and I'd love to support this. I really do hope that this series reaches completion!
I am currently studying for big tech system design interviews and came across your video, just wanted to say how amazing and well-put together this video is. I really liked how you compared different cloud services and also how you built upon each example to go from local multiplayer all the way to dedicated servers. You have a talent for teaching!
Great video, also worth noting that giving players the ability to host dedicated servers will ensure that the game can be played long after official servers have shut down. I love games that give me this ability as I know the game won't just become unplayable at some point in the future.
10:51 nakama... is a great software for social, matchmaking and competitive game server. also works with unity. Hope you have a great day & Safe Travels!
One note I feel was overlooked was that Dedicated Servers don't Have to have the downside of cost. In the scenario that the game devs themselves want to host dedicated servers, that is accurate, but you can also build around player ran dedicated servers which wouldn't run the developers any extra cost as far as I'm aware. Great video nonetheless
This is gold! TY for the tremendous effort man. Finally someone explaining the concepts and not just specific cases. I'm sure shrine wars will crush it and hope you keep showing us the way ;)
Why is this just so awesome. I can just feel how much effort ist put into these vids just based on the packed and understandable knowledge I was able to obtain from just this video! Great work and please keep this series up! I really would like to see more of this awesome stuff as I never was able to really understand the core of Networking because of its complexity. Thanks
OMG this video is soo good. Thank you so much! Love the topic and the way you explain it. I Was very sad when the video was over. I would also be very interested in more videos that go into the rough architecture of different kind of multiplayer games (i.e. "how would you approach a game like worms, NFS, cod" and so on). There are many Tutorials out there that explain how to write something specific in code, but I am more interested in how to structurize multiplayer games, as I struggle a lot with that when my projects get bigger.
the hardest thing if you plan on making a dedicated server is the syncrhonization it is like client sends stream of messages through one pipe and the server filters each accordingly then broadcasts it and the client refilters also that for clients to render for each other except the receiver client while applying this for everyone atleast from my algorithm :D
Very good series, Your explanations are very good. As a developer with Networking experience I learnt new stuff that I didn't know about Networking and Mirror. Keep up the good work!
Great video! I can confirm that you managed to put every information needed in a nice way. To be perfect, I think you only missed explanation on one kind of games: asynchronous multiplayer. I'm talking about games like Clash of Clans, Super Mario Maker, and the likes of play-by-e-mail. There is some interaction between players, but not in real-time, they act upon a database.
Omg you gotta admit that he's putting much more efforts into this than others.. Man you nailed it You deserve a millions subs, you will reach there tbh just keep up the good work..
I remember playing this fps game called bullet party, it used p2p and lan, when i first learned about networking i looked back to this game and i realize one player is hosting the connection and the players are all around the world so no wonder it was so laggy in different lobbies.
Nice work! It's just not clear to me how host migration is handled in dedicated server model. Is it simply just bringing a new server up with all the necessary credentials to talk to different client workers? Any states the backup server needs to have? (sorry if questions are naive). thanks
This video makes sense and all but what is the role of Mirror with all of this? Does it provide the transport layer? Does it allow unity to connect to all these needed services?
Hey, I am so excited for this series. I always want to learn it but never found good materials. Do you have a patreon? I can't afford much but I would be pleased in paying you something for the great work :)
His video is so well put and interesting that I didn´t even notice not having fancy graphics or sound. He could do a podcast and still be awesome in delivering his gold info. I rarely subscribe to a channel but I will explore his in depth. Thank you.
Hi awesome video, I have a question tho. If I didn’t want to use a cloud server system and build my own server instead as if I was a company what would be the process?
Awesome, that rundown in the beginning really helped me! I am currently planning to turn my local multiplayer game, which is up to four players shared screen, into an online multiplayer game. The type of multiplayer I aim for is roughly comparable to speedrunners. Since there should never be more than four players in a game together, I assume it would be okay to use P2P. Since I plan to launch it on Steam, leveraging the Steam friendslist and join/invite features would be a big advantage. Do you have any tips regarding what kind of networking solution would fit here? I heard there is Steamworks P2P, but there are also other solutions out there. Can it be combined with mirror? Thanks for your content!!
I program my own server with C# Socket library. My game server is handling one scene ( unity game ). Server, communicates with clients for one lobby. If i want to make a game server like Fall Guys. I have to program a Master Server. This master server have to handle lobby servers and players. Master server will must provide clients to exact lobby servers. So lobby servers have to be communicate with master. But i don't know how i can make this system in one single computer ( server's computer ). How can we make this ?
If I were to make a game with a dedicated server that does not consist of matches but a world that players can play in. Should I save player location to the database every once in a while?
player hosted is not about money saving! Cmon, your game types are quite limited if you think that way. Really. Having a player hosted game is amazing for simpler games. Party games, co-op, adventure games. If a group is playing ANY non competitive game, then they just don't have any reason to cheat. Or if they do, does it really matter? They are playing together, it's their session. I mean, you are correct about what you said but I believe saying that this way is very misleading to new developers that want to create multiplayer games. Cloud-hosted servers are harder to setup and to test. The logic split between the client-side and the server side is harder to maintain... cmon, there are a LOT of great reasons to go with 'listen servers'.
I'm making a Gacha game so that helps a lot! I think I'll imply an online server after I'll finish the Gacha and the basic story for my game Having a server definitely adds a lot of options for my game so I'm very curious about it
Great content! I want to put up my first game.. is there any way I can host a multiplayer game on a free server? Apart from google, aws, azure , can you suggest any other options with less cost by compromising on scaling?
My thing is, when multi-player game devs talk about multiplayer, they will tell you two things.
1. It's hard
2. You need to develop your game with multi-player in mind from the start.
While conceptually that makes sense, they don't elaborate. Like of course you need to start with multi-player if you're going to have a dedicated server and clients because your input needs to go to the server and the server needs to communicate that back. Cloud based servers makes sense, since you want low latency for your player base but nothing more is elaborated on past that.
This video is the best road map I've ever seen for all the big picture systems that need to be put in place to make a big multi-player game and I can not thank you enough for putting this together.
tbf, if you use unity, there are some libraries that makes it pretty easy. These "mmo architectures" are just needed when you're developing a pretty big project.
Exactly the same war you see on webdevelopment when people argue that languages like Ruby or PHP aren't suitable for webapps and that's why facebook stopped using PHP.
This was a very good high level explanation of how the architecture of a multiplayer game is built! Very well put together!
20 years in IT and this is probably most concise yet informative 15:21 of my career. Excellent work! I look forward to the series.
i have searched the internet for simple info about networking before making my first unity multiplayer game and found that this series is the best of the internet has to offer
keep up the good work , and thank you
Literally am going from using Ableton to soft and tNice tutorials helped trendously as a beginner. Thank you so so much for tNice tutorials!!
Oh my goodness dude you blew my mind!!! This probably the most in depth and simple to understand tutorial on networking I've ever seen. Great job man!!! loved it! I truly hope your able to achieve the scope of what you presented in this tutorial. So far you've given all this away freely and it's much appreciated. Keep up the great work!
This is entire goldmine of knowledge. God almighty, where would we be if every youtuber would keep such quality.
This series is awsome
Holy smokes, this is actually amazing and was everything I was hoping for. Just stumbled across this randomly and I'd love to support this. I really do hope that this series reaches completion!
Let me just say; I hope you don’t stop making these videos. You’re helping people make their dream game. Thank you! ❤️
I am currently studying for big tech system design interviews and came across your video, just wanted to say how amazing and well-put together this video is. I really liked how you compared different cloud services and also how you built upon each example to go from local multiplayer all the way to dedicated servers. You have a talent for teaching!
No intro, no side talks just straight to point... You gained a new sub buddy ❤✨
Great video, also worth noting that giving players the ability to host dedicated servers will ensure that the game can be played long after official servers have shut down.
I love games that give me this ability as I know the game won't just become unplayable at some point in the future.
Best series, and no RUclips ads. All of these videos earn a like from me.
Best series about Mirror ever !
10:51 nakama... is a great software for social, matchmaking and competitive game server. also works with unity.
Hope you have a great day & Safe Travels!
This was a very good high level explanation of how the architecture of a multiplayer game is built! Very well put together. Nice work buddy !!!
awesome! can't wait for the rest of the series :)
One note I feel was overlooked was that Dedicated Servers don't Have to have the downside of cost. In the scenario that the game devs themselves want to host dedicated servers, that is accurate, but you can also build around player ran dedicated servers which wouldn't run the developers any extra cost as far as I'm aware.
Great video nonetheless
how do you only have 6k subs bro. As a dev myself this is such a great break down of some complex things in such a clear manner. Good shit my guy
This is gold! TY for the tremendous effort man. Finally someone explaining the concepts and not just specific cases.
I'm sure shrine wars will crush it and hope you keep showing us the way ;)
That must've been the most beginner-friendly 15 minutes out there for this topic. Woah.
Amazing tutorial! I know making such tutorials is time consuming but it worth!
Thank you! Awesome tutorial videos... Very much looking forward to the rest of the series.
thank you soo so much for clarifying what and hows inside my head, keep it up
Thats Channel is awsome! I waited so long for channel like this. Theory + explained implementation, aaah i love that.
I fricking love you dude!
Why is this just so awesome. I can just feel how much effort ist put into these vids just based on the packed and understandable knowledge I was able to obtain from just this video!
Great work and please keep this series up! I really would like to see more of this awesome stuff as I never was able to really understand the core of Networking because of its complexity. Thanks
OMG this video is soo good. Thank you so much! Love the topic and the way you explain it. I Was very sad when the video was over. I would also be very interested in more videos that go into the rough architecture of different kind of multiplayer games (i.e. "how would you approach a game like worms, NFS, cod" and so on). There are many Tutorials out there that explain how to write something specific in code, but I am more interested in how to structurize multiplayer games, as I struggle a lot with that when my projects get bigger.
This is like all required crucial information in a small pill, thanks a lot. Looking forward to rest of the series.
Thanks you very much for this straight to the point and comprehensive architecture tutorial.
5 k subscribers ? this guy is sooo underrated , thank you great explaining
the hardest thing if you plan on making a dedicated server is the syncrhonization it is like client sends stream of messages through one pipe and the server filters each accordingly then broadcasts it and the client refilters also that for clients to render for each other except the receiver client while applying this for everyone atleast from my algorithm :D
Thank you so much for this series
Amazing, please keep this up
Very good series, Your explanations are very good.
As a developer with Networking experience I learnt new stuff that I didn't know about Networking and Mirror.
Keep up the good work!
Host migration just brought back modern warfare 2 nightmares from 10+ years ago
This is excellent work. Looking forward to more videos in that series!
no bullshit! straight knowledge! loving it
Great video! I can confirm that you managed to put every information needed in a nice way. To be perfect, I think you only missed explanation on one kind of games: asynchronous multiplayer. I'm talking about games like Clash of Clans, Super Mario Maker, and the likes of play-by-e-mail. There is some interaction between players, but not in real-time, they act upon a database.
Freaking subscribed! God-tier video
Wow, straight to the point! Thank you, subscribed!
Omg you gotta admit that he's putting much more efforts into this than others.. Man you nailed it
You deserve a millions subs, you will reach there tbh just keep up the good work..
Excellent video, thanks so much!
Really really well built series.
Appreciate the high effort.
Keep the series going strong.
im glad i found this wonderful video
I remember playing this fps game called bullet party, it used p2p and lan, when i first learned about networking i looked back to this game and i realize one player is hosting the connection and the players are all around the world so no wonder it was so laggy in different lobbies.
i loved this video! thank you so much!
Great presentation on the highest level! Good job.
Person 1 : "Are you a game developer ?"
Person 2 : "I'm a third-party-services-bundler specialist."
Your channel is very good. Thank you for this.
this video is very informative, thank you for creating these kind of videos
3:20 BUT we also have steam play together now which means your friend can join your game as if you playing in same computer through steam
Thank you mister knowledgeable
Man, you're so underrated! Keep going
Very well explained.😍
Thank you soo much
Awesome video dude. Really.
This is a great series
great video!
But that's good to consider P2P generaly is not a topology, it's a service model.
Thanks
This was very helpful. Thank you !
thanks a lot bro
Amazing video, this is a ton of info well packed and organized. Thank you so much for your dedication to this, I learned a lot.
Very clean looking video.
Nice work! It's just not clear to me how host migration is handled in dedicated server model. Is it simply just bringing a new server up with all the necessary credentials to talk to different client workers? Any states the backup server needs to have? (sorry if questions are naive). thanks
Thx for explanation it very helpful! 😁
amazing content, thank you so much for the knowledge!
awesome explanation
This video makes sense and all but what is the role of Mirror with all of this? Does it provide the transport layer? Does it allow unity to connect to all these needed services?
Love this video, will we be getting the follow up videos for this?
Really good vid! Learned a lot thanks
Good Explanation! Keep it up
THANK YOU MOST❤❤❤❤❤❤❤❤
Hey, I am so excited for this series. I always want to learn it but never found good materials. Do you have a patreon? I can't afford much but I would be pleased in paying you something for the great work :)
Thanks Igor, glad you found it useful. I'll consider making one as the series grows.
for fall guys - local deterministic simulation architecture with rollback will be better.
Awesome video!
no boring stock videos or image macros. just diagrams. as it should be.
His video is so well put and interesting that I didn´t even notice not having fancy graphics or sound. He could do a podcast and still be awesome in delivering his gold info. I rarely subscribe to a channel but I will explore his in depth. Thank you.
I'm the 1K like lol. Very good video. Thank you for the effort!!!
Nice vídeo !!!!!
Hi awesome video, I have a question tho. If I didn’t want to use a cloud server system and build my own server instead as if I was a company what would be the process?
Awesome, that rundown in the beginning really helped me!
I am currently planning to turn my local multiplayer game, which is up to four players shared screen, into an online multiplayer game.
The type of multiplayer I aim for is roughly comparable to speedrunners. Since there should never be more than four players in a game together, I assume it would be okay to use P2P.
Since I plan to launch it on Steam, leveraging the Steam friendslist and join/invite features would be a big advantage.
Do you have any tips regarding what kind of networking solution would fit here? I heard there is Steamworks P2P, but there are also other solutions out there. Can it be combined with mirror?
Thanks for your content!!
Great video
Can you share what the architecture would be for a jeopardy style game
Do any of the engines have trouble with large scale multiplayer stuff?
I program my own server with C# Socket library. My game server is handling one scene ( unity game ). Server, communicates with clients for one lobby. If i want to make a game server like Fall Guys. I have to program a Master Server. This master server have to handle lobby servers and players. Master server will must provide clients to exact lobby servers. So lobby servers have to be communicate with master. But i don't know how i can make this system in one single computer ( server's computer ). How can we make this ?
If I were to make a game with a dedicated server that does not consist of matches but a world that players can play in.
Should I save player location to the database every once in a while?
It's looks like its been awhile since a video was added. I was just curious if this series was still in development?
you must be a teacher. a good one
player hosted is not about money saving! Cmon, your game types are quite limited if you think that way. Really. Having a player hosted game is amazing for simpler games. Party games, co-op, adventure games. If a group is playing ANY non competitive game, then they just don't have any reason to cheat. Or if they do, does it really matter? They are playing together, it's their session. I mean, you are correct about what you said but I believe saying that this way is very misleading to new developers that want to create multiplayer games. Cloud-hosted servers are harder to setup and to test. The logic split between the client-side and the server side is harder to maintain... cmon, there are a LOT of great reasons to go with 'listen servers'.
i think i get what you mean, however he mentioned ease of implementation. the rant seems a bit too much
project a lot because I've been working on other stuff (and being lazy lol). Also, I had been facing a recurring problem of content dropouts in
I'm making a Gacha game so that helps a lot!
I think I'll imply an online server after I'll finish the Gacha and the basic story for my game
Having a server definitely adds a lot of options for my game so I'm very curious about it
Can you share this presentation please? Thank you
Great, but the irony of re-making a fall guys multiplayer system isn't lost on me :')
This was amazing dude it is Ardmore credit or a lot of money for this😊
soo can u do matchmaking with player hosted client server p2p?
Great content! I want to put up my first game.. is there any way I can host a multiplayer game on a free server?
Apart from google, aws, azure , can you suggest any other options with less cost by compromising on scaling?
they all have very cheap options (starting at $3.50/mo). I don't think you'll find anything for free (unless it's a promotion or something) lol
Thanks!!
Good thing I want to make a game so simple it wont need any of that XD
Hello sir can you make a video on new Mlapi in unity?
I'm gonna tell my kids this was the college I graduated in
What font?)