Great video as always. A matchmaking tutorial would be cool using something like Open Match, or how to setup a server version of your game on something like AWS
Further down the line once I start getting the game into people's hands then I will need a matchmaking system in place so that tutorial will come when I get to that point :)
This tutorial series has helped me quite a lot in a personal project, really appreciate your videos! Would love to see some ui feedback for when there's no lobby/host to join when starting a client or the client getting the password wrong, overall ui feedback for such cases.
I'll cover that in this week's tutorial where I show how I built up the spell system and will explain why I went with visual scripting there. As a quick explanation, it's mainly personal preference, I think it gives faster iteration/easier experimentation for new spells and is layed out in a way that makes designing the kind of logic that I'm creating easier. Everywhere else though I go with standard C# scripting :)
I'm starting making a small scale MOBA mobile game, I found Mirror using Muitiple Additive Scenes to implement multiple matches gameplay. I wonder what technique do Netcode use to implement this?
Any chance we can get the source for this? I've had a heck of time just getting the basics to the point you have here. Your other tutorials are great but they miss the bits for movement and just getting this going.
You say you are going to implement client side prediction in the future. If you do you need to rollback the simulation to a previous state in time and that implies to rewing the flow machine and resimulate it. Is it possible to do it with Unity's visual scripting? As far as I'm aware it's not. How are you going to handle that?
Have you made any progress in your research?. He did mention in one of his earlier videos that CSP is planned for Netcode. I did some checking and at the time of writing its "under consideration" so that might be a while if at all. I've been looking into how to do it from scratch but it's a massive headache. The number of steps you need to do to even setup the architecture makes me cry inside. I'm not quite sure how viable it would be to rewrite even a prototype not to mention a game.
Really waited for you to post new videos! Some questions: 1. Is this the new game object networking for unity? if so can you explain how it works and how it's different from the previous systems? 2. Can you show how you setup the functions with the networking attributes to work as hooks for the visual scripting? 3. Can you explain why you decided to use visual scripting?
1) I may do a dedicated video covering the differences at some point if enough people are interested 2 & 3) That will probably be my choice for this week's tutorial, I'll actually go into the code and show the flow from pressing the input to the spell being casted
Make sure to comment down below for what you'd like to see in upcoming tutorials!
Great video as always. A matchmaking tutorial would be cool using something like Open Match, or how to setup a server version of your game on something like AWS
Further down the line once I start getting the game into people's hands then I will need a matchmaking system in place so that tutorial will come when I get to that point :)
Was waiting for this serie! Thank you so much!
Hope you enjoy!
This tutorial series has helped me quite a lot in a personal project, really appreciate your videos!
Would love to see some ui feedback for when there's no lobby/host to join when starting a client or the client getting the password wrong, overall ui feedback for such cases.
Why are you using visual scripting for the spells?
I'll cover that in this week's tutorial where I show how I built up the spell system and will explain why I went with visual scripting there. As a quick explanation, it's mainly personal preference, I think it gives faster iteration/easier experimentation for new spells and is layed out in a way that makes designing the kind of logic that I'm creating easier. Everywhere else though I go with standard C# scripting :)
please do a tutorial with Multiplay and Vivox and Lobby and Relay.
Multiplay and Vivox may happen further in the future but I could cover Lobby and Relay since I'm using them in my project
@@DapperDinoCodingTutorials alright!
I'm starting making a small scale MOBA mobile game, I found Mirror using Muitiple Additive Scenes to implement multiple matches gameplay. I wonder what technique do Netcode use to implement this?
which network topology did you use in this...?
Any chance we can get the source for this? I've had a heck of time just getting the basics to the point you have here. Your other tutorials are great but they miss the bits for movement and just getting this going.
You say you are going to implement client side prediction in the future. If you do you need to rollback the simulation to a previous state in time and that implies to rewing the flow machine and resimulate it. Is it possible to do it with Unity's visual scripting? As far as I'm aware it's not. How are you going to handle that?
Have you made any progress in your research?. He did mention in one of his earlier videos that CSP is planned for Netcode. I did some checking and at the time of writing its "under consideration" so that might be a while if at all. I've been looking into how to do it from scratch but it's a massive headache. The number of steps you need to do to even setup the architecture makes me cry inside. I'm not quite sure how viable it would be to rewrite even a prototype not to mention a game.
Yes more
There will be more :)
I wish to know how to see ip address and mac address on client
will you share the lobby system on git hub
Good!
Thanks :D
Really waited for you to post new videos!
Some questions:
1. Is this the new game object networking for unity? if so can you explain how it works and how it's different from the previous systems?
2. Can you show how you setup the functions with the networking attributes to work as hooks for the visual scripting?
3. Can you explain why you decided to use visual scripting?
1) I may do a dedicated video covering the differences at some point if enough people are interested
2 & 3) That will probably be my choice for this week's tutorial, I'll actually go into the code and show the flow from pressing the input to the spell being casted
Video for mobil joystick please
Where did you learn how to code in unity?
Wish this was for roblox
Thank you so much for this, this is awesome !!!!
Glad you like it!