How to Make a Multiplayer Game with DOTS - FULL COURSE
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- Опубликовано: 29 июн 2024
- 📌 Download the full project files: www.tmg.dev/nfe-moba 📌
👨💻 Code/Scripts from this video: www.tmg.dev/nfe-moba-code 👨💻
🙌 Support Turbo Makes Games: / turbomakesgames 🙌
🔧 Blog post with fixes for newer versions: www.tmg.dev/tuts/nfe-update/ 🔧
💬 Come chat with other DOTS/ECS devs: tmg.dev/Discord 💬
🚧 Resources Mentioned 🚧
ECS Learning Resources:
My 1.0 Zombies Tutorial - • Unity ECS 1.0 Full Pro...
Code Monkey 1.0 Tutorial - • EXTREME PERFORMANCE wi...
Unity ECS Samples - github.com/Unity-Technologies...
Unity Learn DOTS Best Practices - learn.unity.com/course/dots-b...
Other:
Netcode for Entities Documentation - docs.unity3d.com/Packages/com...
Full vs. Partial Ticks Forum Thread - forum.unity.com/threads/full-...
Input System Video - • Data-Oriented Input in...
Material Property Override Video - • Material Property Over...
ECS Transform System Deep Dive - • Unity ECS Transform Sy...
💻 My Game Development Setup: tmg.dev/GameDevPC 💻
📸 My Camera Gear: tmg.dev/CameraGear 📸
🎮 Let me know what other topics you want to learn about 🎮
⌚ Time stamps for key topics ⌚
- 0:00:00 - Course Overview & Prerequisites
- 0:08:07 - Netcode for Entities Theory
- 0:15:42 - Starter Project Overview
- 0:27:59 - Creating Netcode Worlds
- 0:36:16 - Connecting Clients to the Server
- 0:44:25 - RPC Theory Section
- 0:48:53 - Connecting Clients to the Server cont.
- 0:56:13 - Scene Loading Helper Tool
- 0:59:50 - Spawning the Player
- 1:04:43 - Ghost Theory Section
- 1:09:06 - Spawning the Player cont.
- 1:23:33- Networked Input Theory Section
- 1:27:51- Getting Player Input
- 1:41:03 - Moving the Player
- 1:50:55 - Combat System Theory Section
- 1:52:40 - Setting up the Combat System
- 2:01:00 - AoE Attack
- 2:13:30 - IsFirstTimeFullyPredictingTick Explained
- 2:15:09 - AoE Attack + Dealing Damage
- 2:58:31 - Skill Shot Attack
- 3:14:06 - Combat UI Elements
- 3:45:41 - NPC Attack Behavior
- 4:05:44 - Spawning Minions
- 4:33:52 - Moving Minions
- 4:40:34 - Game Start Logic
- 5:10:42 - Game Over Logic
- 5:20:38 - Player Respawning
- 5:39:12 - Using Thin Clients for Testing
- 5:50:57 - OUTRO!
🌐 Find Me Online! 🌐
📄 Blog: tmg.dev
👨💻 GitHub: github.com/JohnnyTurbo
🎮 Games: johnnyturbo.itch.io/
🦅 Twitter: / turbomakesgames
Thank you for your interest in Netcode for Entities, I hope this tutorial helps you make something awesome 😀
Blog post detailing potential changes in newer ECS versions - tmg.dev/tuts/nfe-update/
Support Turbo Makes Games and get some fun DOTS bonuses - patreon.com/TurboMakesGames
The crazy thing is that the code isn't even MOBA-specific, so you can reuse it for different games after tweaking it! :D
Exactly! And with ECS so much of it can be yanked out and put into another project with little fuss.
Thank you for your hard work and making this information publicly accessible. We also appreciate your efforts in growing the ECS community and engaging with us. 🙏
Thank you so much for the kind words, hope you find this tutorial valuable 😊
@@TurboMakesGames You are ahead of time with this, atm this tech is still is under the radar, but once it has established for longer, people will find all these tutorials very helpfull. Changes there shouldn't be that big anymore as they used to be when this untiy DOTS/ECS was still in beta phase. Great tutorials man, keep it up!
It took me 3 days to finish this. The best part is the colossal amount of repetition. In many tutorials, this would be bad, but the repetition here really cements the workflow into your brain.
Cool - glad to hear that repetition was helpful! Nice work on completing the tutorial 👍
I congratulate you and thank you. I have been following you since your early days and it is very impressive to see your development and most importantly, while you are developing, you also think about your audience and ask them to develop with you and I think you will make a difference with this 5-hour course. I wish the continuation of your success 🖖😊
Great tutorial, I've also become a patreon supporter and checked out the Discord. I'm enjoying the community so far!
Thank you so much for all the support 😀
And yes, this is a really awesome community!
Fantastic, great job Johnny! You are bringing new content faster than I can digest it!
Can't wait to get home and watch this. Been waiting since you mentioned it. Thanks for the content!!!
Yay finally :D Thanks a lot for taking your time to make this!
Incredible resource! Always waited to get a new DOTS tutorial. Well done mate. Really helpful.
It's finally here! Before even starting to watch this I just wanted to thank you for doing a video about this Johnny!
Some tubers stretch this out over many months and bite sized 10-20 minute videos. Johnny just posts this whole thing. Very cool!
This is excellent! Exactly the kind of tutorial I was looking for! Thank you so much for your hard work!!
Let's do it! Thank you for the amazing tutorial.
glad this is ready! thank you!
This is great thanks for putting something like this together with a great example.
Man this is huge ! Thanks
Fantastic resource!
Thanks for the course, appreciate the work you do 👍
Thank you so much for the support! So glad to hear this was helpful to you 😊
ty for this helpful video, really happy to use ECS in my current projects
Thank you for this! I have an idea that this will be perfect for!
Johnny .... you're a effing legend my man. Right on the money! Right on time!
Thank you so much for this great tutorial.
I followed the whole thing and really learned a lot. :)
THANK YOU SOOO MUCH THIS IS WHAT I HAVE BEEN BEGGING FOR !!!!!!!!!!!
wow amazing!! This looks perfect time for me to checkout unity dots.
Wow! Will compare with my project and look for new and better solutions! Thanks, that's a lot!
Nice! Hope you learn a thing or two along the way 😊
Superb content
Thank you! It's awesome, really appreciate it!
Oh my god this looks great! when do I have time watching this?
Call in sick for work 😁
Hello! Amazing tutorial!
Amazing video I can't wait to implement this on bevy
Great work!
Thank you so much for your support 😊
Мы ждали этого 10000 лет
Hope it's worth the wait 😀
Thanks for great work!
Thank you so much for the support!
Wow props to this!
Hope you enjoy 😁
Thank you for providing this fantastic tutorial free for all. I have been following this video step by step and learned more than I expected.
Awesome work!
As nothing is bug free, I found a few in this project.
Two bugs were found with your FinalProject.
1st: When I set the minPlayersToStart to 2, the game will start correctly once the 2nd player joins. However, the 3rd player will be frozen with the game start UI "Waiting for -1 more to join...". And the TeamPlayerCounter component for all clients has 0 for both BlueTeamPlayer and the RedTeamPlayer. (But the 3rd player won't have this problem if he joins before GameStartTick)
2nd: Only happens if the host is a build not the editor. If there are more than one player. The host's abilities UI for Q and W will not be on cooldown correctly. Also, the host's abilities cooldown UI will be on cooldown if the 2nd or 3rd player casts a spell. This only affects the UIs, the internal cooldown is correct for the host or clients.
Another bug is, the "var skillShotAbility = ecb.Instantiate(skillShot.AbilityPrefab);" will be excuted on both the client and the host if the client casted a SkillShot. Similiar with the 2nd issue.
Solution for the 1st bug:
In the "ServerProcessGameEntryRequestSystem", change "if (playerRemainingToStart
Solution for the 2nd bug:
In "AbilityCooldownUISystem.OnUpdate()", add "WithAll()" at the end of the first foreach query.
Solution for the 3rd bug:
In "BeginSkillShotSystem.OnUpdate()", find the 2nd foreach loop which instantiate the skillShot entity. Add "GhostOwnerIsLocal" inside the "WithAll".
the goat. THE GOAT!!!
For those who can't find Physics Shape and Physics Category Name you have to install the samples from the graphics' package. It contains those custom authoring components that are used in this video.
Amazing !
(Commenting, doing my part)
Thanks!
Does it can be applied for multiplayer tower defence or RTS games? MOBA games have less amount of entities. Or determinism is a thing for them?
thank you
Oh My God, okay it’s happening. Everybody stay calm, everybody stay calm. Stay f*king calm. Everybody f*king calm down.
Absolute Gigachad
I was stuck for a while at the step of implementing ClickToMove.
The step that wasn't called out in the video was attaching the MainCameraAuthoring component to the CameraEntity so the main camera can be located at the ray tracing step. To do this:
- Open the MobaEntities subscene
- Select the CameraEntity
- Attack the Main Camera Authoring component
- Re-open the main MobaScene
Another tip is ensure in the Console Window that you have Error Pause disabled as there is a physics error which is fixed late in the tutorial. It will make testing iteration faster!
The fix is discussed at 2:37:00 in the video.
Thanks
Planning on starting to follow this tutorial over the weekend so thank you so much for the detailed tutorial! One question I had @TurboMakesGames, is this compatible with Unity's Lobby and Relay systems?
Yes, this is fully compatible with all Unity Gaming Services, although I don't show any of that integration in this tutorial. All the best with going through the tutorial!
The reason for not using IL2CPP (yet) is because the build time can get pretty long. During development you usually have multiple iterations of the game to either fix minor bugs and errors or tweak different system changes. It's much better to just not enable IL2CPP until you actually build a production ready version.
There is a bug in code if you try to speed up build time (like mono, disable burst, etc). I posted a comment on how to fix that, but looks like it was eaten by youtube. Plan to re-post a while later.
Its not the best idea to do this because if you run into any IL2CPP specific issues then it will be hard to narrow them down
I hope the next version ECS will not differ much from the one in the video
W content
Here are some bugs I found while following this tutorial, posted in replys:
(Wrote a lengthy comment before, but it was eaten by youtube. I think it's because the Unity forum link I added...)
Around 1:22:22, when building the player for the first time.
I disabled burst to speed up build time, also checked "Development Build" to enable the buildin debug console, and build as Mono, not IL2CPP. All combined slow things down quite a bit. After that when running the build, join as client only (Editor as host), the following error message appears in the build player:
"The ghost collection contains a ghost which does not have a valid prefab on the client"
And the client player was forcefully disconnected. Thus unable to do any testing.
After a google, a Unity staff in forum pointed this is mostly caused by "going in-game on the client before the prefab has been loaded". I believe this is surfaced by those "slow down configs" mentioned above.
So I made the following changes:
1. Create a empty IComponentData named InsideSceneTag, and the corresponding InsideSceneAuthoring.
2. Add InsideSceneAuthoring onto the GameObject in MobaScene's sub scene. I put it in GameStartProperties.
3. Add state.RequireForUpdate() to ClientRequestGameEntrySystem.
4. Build, run, and everything is fine now.
About the NetCodeConfig.Global returning null, it happens all the time in my editor, and I wasn't able to fix it with closing/reloading sub scene. A Unity staff in forum said they acknowledged this problem and this was fixed in 1.3 (Too many changes to land in 1.2). Right now a temporary fix would be:
1. Write a editor only static method with [InitializeOnLoadMethod] attribute.
2. In the method's body write: PlayerSettings.GetPreloadedAssets().OfType();
And make sure NetcodeConfig asset is inside Project Settings->Player->Preload Assets (It should be added automatically)
Around 2:47:00, when testing AoE damage to enemy tower, the champion moves too slow and I don't want to wait, so I change the player's move speed to 35 (10x than before). Then I noticed when start the game (as host, in editor), champion is not standing in where he's suppose to be.
Took me some time to trace it: InitializeLocalChampionSystem executed after ChampionMoveSystem. So when the move system executes the first time, ChampionMoveTargetPosition has not been initialized. Thus caused the champion to move towards (0,1,0) for 1 frame.
When move speed is 3.5, it's not very obvious. But with 35, it is VERY obvious.
Haven't found a good (not ugly) way to fix it though (Set ChampionMoveTargetPosition when instantiating the champion does nothing). Not a big problem, and it was partially fixed by GamePlayingTag later on (still going to happen when respawning) so I let it go.
When making the health bar, I noticed the value goes up and down for a fraction of a second. It is probably because I set the network latency in PlayMode Tools to 132ms to simulate a bad network. But later in the tutorial it is also visible in the video. So I added a IsFirstTimeFullyPredictingTick check inside ApplyDamageSystem, and everything works fine now.
That's all! Great tutorial, although things related to PredictedSimulationSystemGroup got me brain wrapped for quite a while (I came from a Netcode for GameObject background which doesn't have prediction right now). That part (when making Aoe ability input and damage) can need a more detailed explanation of how code/logic runs in the prediction system, to save some brain cells.
Hi, first of all, thanks for your work! I just found this video and haven’t really watched it yet. When I was trying to make a MOBA (with Netcode for GameObjects), I had the problem that because of the ServerRPC delay, my clients got hit by skillshots on the server before they were visually hit on their screens. Did you cover this problem in your video?
Hey, I think it's very cool that you're also showing how to work with netcode for entities. While trying around with it, I had problems utilizing Unity's Service Relay like in the netcode samples with the change of connecting the client locally. Did you manage to get it working?
edit: found the problem. When NetworkSimulatorSettings are enabled, the SocketDriver (Relay) will be used
Thanks for the video!! Very much appreciated.
I have a question regarding your IInputComponentData on around 1:31:00. According to the documentation, input under a struct that inherits from that interface gets sent automatically to the server. Does it really need to be marked as [GhostComponent]?
I have a question about security. Shouldn't the owner tag be a ghost component? I'm thinking since that code runs client side, players can mark any entity with it. But if its server authoritative then they just know they own it. Also was there a specific reason why components like the owner tag isn't an enabled component instead of dynamically added? I guess I would just want to know if its a better option to reduce cache misses since you won't change the archetype.
Good question and smart that you are considering security for this. I get your point and I do see how that could be a potential vulnerability. With a ghost component, by default it is going to be synched across the network, and we'd only want the local client to be tagged with this component for their player and not have that added to all players. We could maybe use some of the attributes you can set on the ghost component to only sync it to the local player, but not sure if that just gets us back to the same situation we were in first.
Regarding the enableable component, there already is an enableable component to mark an entity as owned by the player. The reason I did a separate tag component is because you cannot call GetSingleton/GetSingletonEntity methods using an enableable component type. Also, multiple entities can be marked as owned by a player, so this specifies that this is the champion owned by the player. Hope that helps give some insight into my thinking!
@@TurboMakesGames thanks!
hype
wowowoowow
Amazing tutorial! Incredible work.
I did notice an issue when dropping the Simulation Tick Rate and Network Tick Rate's both down to 15. When ability's try to despawn at these low tick rates they will flash in and out of view. It looks like the server is overwriting the displacement transform you were using on the client ghosts? Any thoughts on how to fix this?
Fixed it. Need to remove firstTimeFullyPredicting check from the DestroyEntitySystem for abilities to despawn correctly.
Glad you were able to figure it out, thanks for the update!
Thanks for this tutorial, it's really great. I'm surprised at the lack of comments about issues with NFE 1.2 preview, I've run into a few: 1) a ghost collection not containing prefab error when running the server in the Unity editor and the client in a build (haven't found a fix, but can work around this by running the server in the build) and 2) NetCodeConfig.Global being null when running in the editor (An employee posted an editor script fix in a unity forum thread)
Anyway, I have a question: have you thought of a better way to delete entities? Or at least get rid of the flickering (seen around 2:28:30)?
(Client is moving the aoe sphere offscreen and server is overwriting that movement with ghost transform data, I believe)
Edit: I see @horeaper posted some of the issues he ran into, that thread is really helpful, I've run into the first 3 things he mentioned!
Tobias in your recent HotPath (ep 13 I think) mentioned that it could be good to do a permanent allocation of your ECB, is there any place in this tutorial where that would be a good idea? From my understanding that would be better for situations in which the systems are long lived rather than the "initialize" situations ones, does that sound about right?
Hello. Thank you very much for this lesson. I follow your lesson and have reached the point where damage from AOE is added to the buffer. And sometimes I add damage 2 times per use of the ability. I don’t know if you had this problem and whether it will be solved later in the lesson. If yes, then there are no questions, I will see it in the video. If not, please tell me what could be the matter. I double-checked it several times, there is no difference between what you did and what I did.
Timestamps starts from 2:15:09 are a bit too concise 😁
Not sure if this is a dumb question, but is there any reason to avoid putting component structs in the same file as their related authoring scripts? For instance, in my mind it would make sense to have the `HitPointsAuthoring` file contain not only the Authoring MonoBehaviour but also to have the MaxHitPoints and CurrentHitPoints Component Data structs co-located. If there is a reason to have them in different files, then I think I would want to co-locate them in the same folder so that the general architecture becomes easier to navigate.
Nope, no issues at all with that approach! Some people go as far as to put some simple systems in the same script as data components and authoring scripts. The only limitation is that because authoring scripts are MonoBehaviours, they need to match the name of the file they are in - so only 1 authoring script per file max. Ultimately it is just personal preference on this though
@@TurboMakesGames Awesome, thank you so much for your quick reply! I'm about 2/3 through the tutorial and loving it!
Almost 6 SIX 😮SSSIIIIIXXX😮 hours
A dense 6 hours too, I really think I packed a lot of good info into that duration. Hope you enjoy!
@@TurboMakesGames to I don't even doubt it.
Is anyone else getting an issue where loading the next scene from the connection manager causes the entire editor to freeze if that scene contains a dots subscene?
Does VSCode support source generation? Can I use for Netcode development?
tmg links timed out connection err
vpn works, eastern europe is blocked?
No mention on how to implement the free look camera? Or am I overlooking something?
Nah that was just a script included with the project files. It is pretty straightforward if you read the source
Any thoughts on how you would need to implement the thin clients to use the aoe ability when they hit that timer? I've been trying something in a project of mine that has a similar setup but it's not working. I'm setting an InputEvent in my IInputComponentData GhostField, but when I inspect the Input Buffer Data on the entity in the inspector it has a size of 0. I'm guessing that Thin clients can't use InputData components?
Make sure in the ThinClientEntrySystem you are adding an AbilityInput component and an InputBufferData> buffer to the thinClientDummy. That *should* be all that is required for thin client ability input. Hope this helps get it working!
@@TurboMakesGames I had those, turns out in my ThinClientInputSystem if I don't create a new AbilityInput component before the input timer expires, the next frame the inputevent was still "Set", oddly though this would mean that every frame "WasPressedThisFrame" was true, but yet when inspecting the InputBuffer in the inspector it was not and my system that queries the InputData was not seeing it. The aspect that returned ShouldAttack was always true as well which was confusing.
Anyways, figured it out, thanks for the help.
Might have been discussed in the project already, but does this cover the idea of spinning up game instances to handle more than 10 players in a queue waiting to play. Say I have 1000 people wanting to play, but we need to spin up instances of the game server to handle multiple instances of the server running?
If not, how would we go about tackling that using Unity Netcode and the Multiplayer services provided by Unity.
This video does not cover that. Something like that is more along the lines of integrating with other services such as Unity Lobby to manage all this. With these UGS services, once a match is found and players are connected, they all communicate the same way show in this tutorial. There are some other good tutorials regarding these services if you poke around a bit. Hope that helps get you going in the right direction!
@@TurboMakesGames I've gotta particularly insightful tutorial on relay and lobby from Hugos multiplayer Kitchen Chaos game .... however, Im having difficulties understanding how I can use a Lobby/Relay, spin up a server, and then still have the code in your full demo (snapshots, server reconciliation, rollback etc) work.
Is this possible?
Can anyone help with this error message: "Large serverTick prediction error. Server tick rollback to Unity.NetCode.NetworkTick delta: -10.74014"? I did not change anything in the final project (using Unity 2022.3.32f1) and it's reproducable. When I start the build as Server&Client and join with the editor as Client only, as soon as I increase/resize the build/application window above a certain size, it starts to give me that error message. The frequence increases with the size of the window. When the window is fullsize it is almost unplayable.
If anyone has the same problem: "Negative network delta time will skip updating the system group." Fixed in Netcode for Entities [1.3.0-exp.1] - 2024-06-11
anyone thoughts on unity netcode vs fishnet?
Hey! Since Unity 6 Preview just came out, one thing I am confused about is whether this tutorial will work in Unity 6. Are the Entities packages bug-free for the new editor version or do we need to stick to LTS? There are so many changes to ECS over the years that it's hard for me to keep up...
This will work with Unity 6 100%! Newer versions of ECS have even been more stable lately and they work on both 2022 LTS and 6
@@TurboMakesGames Awesome thanks. It definitely seems ECS support is only getting better with time!
Is it just me, or is your website down?
It is lol - my host migrated my site, so I just updated DNS. Should be back up soon(TM)
Holy shit how is this free
oo oo!! wait dude, remove all the features that make the game fun, THEN put a corny ad logo placement. and you my good sir, just made a best seller.
Thanks! You rock Johnny!
Supposing I wanted to create 4 teams or 3 players, that wouldn't be too hard to do would it? @TurboMakesGames
Thank you so much for the support 😀
4 teams of 3 players would be pretty easy - you'd just need to expand your "team" enum to have more teams, change your team management to properly distribute the players across all the teams, spawn them in the correct place, and fix some of the hacky things you can do with 2 teams (i.e. if Red team loses, that means Blue team wins). Hope it helps!
I cannot understand how cooldown works, so much ticks ticks ticks
Thanks!
Thank you so much for the support Mark!!
Thanks!
Thank you so much for the support 😀