As a programmer, seeing snippets of code makes it so much more attractive and inviting to work with, setting expectations appropriately. By contrast, other videos only talk about its features without giving an idea of what it's like to actually work with the API. Another banger, Taro! P.S. Unity, why is this video not showing up in my feed?
Taradov has been my go-to RUclips tutor for some time now. Love his clear explanations and walk-throughs on Unity game dev. He always starts simple and then adds in more and more awesome tips and functionality as he goes. Great to see Unity doing a collab with him.
As a guy who runs a solo project (or extremely close to solo), having messed around with Mirror and Photon before, I have to say that an interface like this is a very welcome sight.
I've been meaning to look at this! Photon has been great but this as a whole seems to cover so many of my needs. Thanks Tarodev I can't wait to get stuck in, my current project will need a few of these services for sure.
Great video but why showing the BR200 sample if it's a Photon (Fusion) sample? (in the case that the whole idea is showing what Netcode is capable of, a bit misleading to be honest)
At one stage I had a section showcasing the fact UGS works perfectly fine with other third party libraries (like photon), but the script wasn't flowing too well, so I yeet'd it. I kept in the footage as it still uses matchmaker and game server hosting. Good pickup!
Having TaroDev on the Unity Official Channel really is a good idea! Would not have clicked if it were not for him I have a few questions: what kind of netcode is UGS using for GameObjects? It would not really matter for a coop PVE game but imagine I am making a fighting game, or anything with tight player-player interactions, is there any option like rollback?
No built-in functionality for roll back in NGO. One thing I failed to mention in this video is that UGS works well with other networking libraries, like photon (which has a roll back option). In fact the battle royale ugs demo uses UGS + photon
So excited! I am just dipping my toe into cloud code, really want to see if it will work for my game, the small snippet of code you showed has already helped me understand a ton! Do you have any plans to make a basic Cloud Code tutorial?
Yes I do! I'll be making a dedicated tutorial as well as releasing source code for the multiplayer game I show a few times in this video (the one in the thumbnail). It touches every UGS feature and should make a great reference to get you up and running (or be lazy and just copy/paste 😂).
@@Pixelboyable by using the services of ugs, you can completely go without a game server. Cloud code is the component which allows you to run sensitive code without a server. Combine that with authentication and cloud save and you have a fully Authorized backend, without actually needing a backend 😁
Can we use the economy to create tradable assets using code? For example 1 user can make a tradable asset that can be bought by another player with in game currency?
Can you do a tutorial on spawning network objects under network prefabs like synty studio modular prefab and syncing instantion across multiple clients like when a player equips a new weapon, or perhaps enabling and disabling the game object mesh for a modular synty character and having that transmit across all clients? I basically threw my hands up in total despair after I failed to get this to work and no one handles complex item equipping and swapping like this on RUclips. Its a ll examples of how to spawn a cube as a child of a capsule called the "player..." but this breaks with multiple nested game objects like a modular character.. :(
@@Tarodev that would be AMAZING. Please! I hope when you try it you see the problems I ran into. I literally went so far down the rabbit hole I was instantiating each modular body part just so I can use the hands as a parent for an instantiated network object (the weapon) WHICH resulted in me having to REPARENT all the bones to the meshes because that totally broke when instantiating all the modular mesh body parts and then my player turned into total jello pudding DESPITE KNOWING I reparented ALL the bones to the mesh... ugh. Maybe I totally missed the boat on this one but yea... I went mad and gave up.
Is the $800 budget per project? As I keep trashing my game ideas, it would be a true waste to install multiplayer from the beginning, though you should in order to not backroll completely later? Great video, Tarodev!
Absolutely! Netcode is not official supported for webgl currently, but a future update is coming with full support. All other services are supported :)
Really great video! Excellent overview of all these UGS tools and what they do. Making a multiplayer game truly has never been easier!
I agree wholeheartedly, also I read this comment in your voice haha
Probably the best decision Unity made all year.
Great presentation, Tarodev!
Amazing to see Tarodev receiving the recognition he deserves! Keep up the good work man
As a programmer, seeing snippets of code makes it so much more attractive and inviting to work with, setting expectations appropriately. By contrast, other videos only talk about its features without giving an idea of what it's like to actually work with the API. Another banger, Taro!
P.S. Unity, why is this video not showing up in my feed?
Taradov has been my go-to RUclips tutor for some time now. Love his clear explanations and walk-throughs on Unity game dev. He always starts simple and then adds in more and more awesome tips and functionality as he goes. Great to see Unity doing a collab with him.
Thanks Mark, I appreciate it mate 🙏
Love Tarodev
tarodev is literally the perfect person to do this video
Yes! More Tarodev collabs please! Deep dives?!
Excellent overview & great to see Tarodev presenting, this should be a regular thing!
More stuff like this please
Great video! Made me understand more of UGS’s services!
UGS is blessing to quickly add these services and make games production ready in no time.
As a guy who runs a solo project (or extremely close to solo), having messed around with Mirror and Photon before, I have to say that an interface like this is a very welcome sight.
Fantastic! More Tarodev collabs please!
Hey Tarodev, good for you fella 😀
I've been meaning to look at this! Photon has been great but this as a whole seems to cover so many of my needs. Thanks Tarodev I can't wait to get stuck in, my current project will need a few of these services for sure.
Sounds exciting, I'm eager to try UGS out. Thanks for the informative video Taro
Nice job Tarooo!!
Nice video! I'm hoping this is a teaser for further in depth videos using and customizing each of these UGS features. :)
Hey man! Awesome video as always! Thank you for explaining all that! I ve learned so much from your videos. Keep up the good work!
Awesome stuff! Thanks for making this, it's a nice succinct overview.
I’ve always been wary of multiplayer but this makes me want to give it a shot!
we love tarodev
awesome video! i'll definitely be using this for my next unity project
Taro the king :D
That got me excited to keep learning Unity! :)
Excellent!
Great video.
THANK YOU!!!!
Tarodev is the best
Great video but why showing the BR200 sample if it's a Photon (Fusion) sample?
(in the case that the whole idea is showing what Netcode is capable of, a bit misleading to be honest)
At one stage I had a section showcasing the fact UGS works perfectly fine with other third party libraries (like photon), but the script wasn't flowing too well, so I yeet'd it. I kept in the footage as it still uses matchmaker and game server hosting.
Good pickup!
@@Tarodev Yeah I see what you mean
good video either way my guy, keep it up
@@Tarodev Interesting, to know that UGS works with other third party libs. I may need to look into this.
You had me.. you always had me
Gonna try this out
Looks amazing
This is great! We
The stats in this are great 😂
ok this video is a great overview, I will definitely go for UGS for my next project... I've got sooo many headaches with 3rd party SDKs in the past...
Good overview
Ah but the extensive docs and unity forums for the library are the secret mvp. Almost gave up on my game completely due to photon documentation.
Photon has horrible docs, I dumped Photon a few years ago..
Insightful
💯💯💯
Having TaroDev on the Unity Official Channel really is a good idea! Would not have clicked if it were not for him
I have a few questions: what kind of netcode is UGS using for GameObjects? It would not really matter for a coop PVE game but imagine I am making a fighting game, or anything with tight player-player interactions, is there any option like rollback?
No built-in functionality for roll back in NGO. One thing I failed to mention in this video is that UGS works well with other networking libraries, like photon (which has a roll back option). In fact the battle royale ugs demo uses UGS + photon
I got the "Morgoth" reference haha.
what is the example project @5:41 ?! That looks amazing.
That would be Knockout City 😊
I'm really looking forward to your game coming out in 2041
Alpha release in 2040. Hype
So excited! I am just dipping my toe into cloud code, really want to see if it will work for my game, the small snippet of code you showed has already helped me understand a ton! Do you have any plans to make a basic Cloud Code tutorial?
Yes I do! I'll be making a dedicated tutorial as well as releasing source code for the multiplayer game I show a few times in this video (the one in the thumbnail). It touches every UGS feature and should make a great reference to get you up and running (or be lazy and just copy/paste 😂).
@@Tarodev awesome!!! Can't wait to see the tutorials! Sounds like they will be really useful
@@Tarodev Not sure I fully understand the purpose of cloud code, surely for stateful functions, you could just implement on the game server, right?
@@Pixelboyable by using the services of ugs, you can completely go without a game server. Cloud code is the component which allows you to run sensitive code without a server. Combine that with authentication and cloud save and you have a fully Authorized backend, without actually needing a backend 😁
How would one create an online leaderboard with this?
Can we use the economy to create tradable assets using code? For example 1 user can make a tradable asset that can be bought by another player with in game currency?
Can you do a tutorial on spawning network objects under network prefabs like synty studio modular prefab and syncing instantion across multiple clients like when a player equips a new weapon, or perhaps enabling and disabling the game object mesh for a modular synty character and having that transmit across all clients? I basically threw my hands up in total despair after I failed to get this to work and no one handles complex item equipping and swapping like this on RUclips. Its a ll examples of how to spawn a cube as a child of a capsule called the "player..." but this breaks with multiple nested game objects like a modular character.. :(
Looks like a gap in the market for a tutorial 😁 I'll do a part 2 of my netcode tutorial handling more advanced scenarios like the one you mentioned.
@@Tarodev that would be AMAZING. Please! I hope when you try it you see the problems I ran into. I literally went so far down the rabbit hole I was instantiating each modular body part just so I can use the hands as a parent for an instantiated network object (the weapon) WHICH resulted in me having to REPARENT all the bones to the meshes because that totally broke when instantiating all the modular mesh body parts and then my player turned into total jello pudding DESPITE KNOWING I reparented ALL the bones to the mesh... ugh. Maybe I totally missed the boat on this one but yea... I went mad and gave up.
Is the $800 budget per project? As I keep trashing my game ideas, it would be a true waste to install multiplayer from the beginning, though you should in order to not backroll completely later? Great video, Tarodev!
if your going to make a multi-player game, you should do it from the start... adding later, adds alot more work.
Can these be used with webgl?
Absolutely! Netcode is not official supported for webgl currently, but a future update is coming with full support. All other services are supported :)
Ah yes 69.420 GB yes
What a weird file size
Such a great idea for a game, but I have no idea what the heck is going on.
420 boss, attack power 69 -- boss name: tarodev
😉
Add luming in unity
I would like this :P
I hope he will have more videos on the channel !
Great video.