Excellent Topic 💯👍🏻 Anything related to methods and tricks to compensate for the Lag and latency in the Client / Server connection (movement and position compensation, recovery from network failures, etc) is a non trivial subject, and therefore very interesting (in my personal opinion).
Personally, I would like to see videos about how to make multiplayer work with a lot of physics objects. How to "fake" it to make it seem smooth on clients too.
I know that you're probably mostly "pro-unity-oob-features" oriented. But it would be awesome to actually see comparison between this, Photon Fusion and Mirror in the same exact scenario.
Awesome video I would love to learn about server authoritative multiplayer, running thr game on a server separatly or on one of the clients. Also if you could dip into the multithreaded networking solution that would be wicked. These are ofc suggestions but this multiplayer crazy is very helpful for a previously unknown subject
can you talk about car collision physics in multiplayer racing game ? how does the client/server know which car hit which car at what part of the body to cause high/medium/low damage , online multiplayer racing game - player 1 crash into player 2 and the player 2 hit player 3 and then blocked player 4.
Great video, and super informative! Quick question though - Is it recommended to use RPC calls to sync positional data with players? I have heard that A) this is not recommended and B) this has a much larger overhead than using something like Unity's built-in NetworkTransform. Would love to know your thoughts.
I'm most interested in split screen coop and handling cameras or input there.. though this isn't necessarily multiplayer. Server-client unity access to databases or other servers like a chat one is a huge topic I need more info on.
Maybe a video on how to make multiplayer more hacker proof? So making servers the source of truth and how to store secrets in the client code for connection and transactions with the server.
I'm having trouble with Network physics...stuff as simple as player uses its body to move a ball... getting crazy lag Would also like to an optimal way to display ping ms like most multiplayer games And just overall low latency tricks because I shouldn't be having 100ms on LAN
@@Unity3dCollege not related to anything in this video but is delegates really good for storing methods or should i do something else, i really want to store methods so that i can pool gameObjects and also make them have different logic
I want to learn game programming but your course doesn't start untill Feb but i can't wait that long. Can you plz point me to the direction where i can learn game programming.
Keep em coming - Im here for multiplayer tips and tricks like this :)
Interesting appetizer for the upcoming course!
This is brilliant, thank you for sharing. 😊
Another great tutorial. Thanks!
Excellent Topic 💯👍🏻
Anything related to methods and tricks to compensate for the Lag and latency in the Client / Server connection (movement and position compensation, recovery from network failures, etc) is a non trivial subject, and therefore very interesting (in my personal opinion).
Any recommendations? Looking to implement multiplayer in my fast-paced soccer game and learning all about it now
Thanks, Jason. Appreciate it.
Personally, I would like to see videos about how to make multiplayer work with a lot of physics objects. How to "fake" it to make it seem smooth on clients too.
Cool after along time Jason! :)
Great news, Unity CEO has resigned.
I love this content! Let's level up, people!
So freaking cool! Thanks Jason!
This content is great even if you’re not using Unity. Thanks!
Excellent video 👏
I know that you're probably mostly "pro-unity-oob-features" oriented. But it would be awesome to actually see comparison between this, Photon Fusion and Mirror in the same exact scenario.
Awesome video
I would love to learn about server authoritative multiplayer, running thr game on a server separatly or on one of the clients. Also if you could dip into the multithreaded networking solution that would be wicked.
These are ofc suggestions but this multiplayer crazy is very helpful for a previously unknown subject
can you talk about car collision physics in multiplayer racing game ? how does the client/server know which car hit which car at what part of the body to cause high/medium/low damage , online multiplayer racing game - player 1 crash into player 2 and the player 2 hit player 3 and then blocked player 4.
Great video, and super informative! Quick question though - Is it recommended to use RPC calls to sync positional data with players? I have heard that A) this is not recommended and B) this has a much larger overhead than using something like Unity's built-in NetworkTransform. Would love to know your thoughts.
I'm most interested in split screen coop and handling cameras or input there.. though this isn't necessarily multiplayer.
Server-client unity access to databases or other servers like a chat one is a huge topic I need more info on.
Can you make a video on Client Side Prediction in Netcode.
Thank so much sir
Is extrapolation same as client side prediction?
Can we just buy the recording later?
You're more fun live ("Am I muted?") But this is cool as even though I'm actively avoiding multiplayer right now that is eventually going to happen.
Please how to do pong game in multiplayer 🙏 especially in phones
Don't think it makes much of a difference... but we are using deltatime in a function called from FixedUpdate?
In fixed update, it uses the fixeddeltatime automatically. Think they changed that in 2019 version
Can you create tutorials for Fishnet?
its basically the same exact code. Fishnet was built on top of unity's netcode
Maybe a video on how to make multiplayer more hacker proof? So making servers the source of truth and how to store secrets in the client code for connection and transactions with the server.
NetCode & Extrapolation are cool, but can they extrapolate my budget to cover Unity's new fees?
Easy, we just need the current velocity in sales/day.
I'm having trouble with Network physics...stuff as simple as player uses its body to move a ball... getting crazy lag
Would also like to an optimal way to display ping ms like most multiplayer games
And just overall low latency tricks because I shouldn't be having 100ms on LAN
Yea u should have 0ms or close..
What are you using to sync positions currently?
@@Unity3dCollege clientNetworkTransform
@@Unity3dCollege not related to anything in this video but is delegates really good for storing methods or should i do something else, i really want to store methods so that i can pool gameObjects and also make them have different logic
I want to learn game programming but your course doesn't start untill Feb but i can't wait that long. Can you plz point me to the direction where i can learn game programming.
The real netcode challenge is syncing success with Unity's new fees-excel too much or excel too little and it's game over!