I have an IT background. I understood a lot of the concepts that were talked about. Grinding Unity 2022.3 14 hours/day, and 7 days/week and loving it !! Great video!! 🤙👍
In a Unity-based game server, we aim to host 100 players simultaneously (50 separate games with two players each). In this scenario, should the game sessions be hosted within a single Unity game server, or should each session have its own separate Unity game server? How to develop unity-based server which support multiple game sessions in single unity game server. If a single instance is used, does Unity Netcode support this configuration?
I assume if you use NGO you'd beed multiple game servers. Otherwise you'd need to handle networking with your own backend. (Or maybe I missed your question, if someone can correct me)
I was awaiting this for a long time..... i tried and like in your video at time 16:22 the camera don't follow the player, i am enable to do it, did you have son idea, i have not found an help. Thanks
What If Host/Server player leave game? Is unity have host migration? In Client-Server game, server logic should run on dedicated server not on client side. Please make video how implement or run server logic at dedicated server, Also tell Is unity support this one?
Host migration is done with the Distributed Authority model, which they hopefully cover in a future video. This video was about the dedicated server model
I did everything as shown in a video, however both host and client are desynced by position, rotation (partially) and the only thing working right is animator. I ensure that I managed distributed authority by checking owner and overriding OnIsServerAuthoritative. What do I miss, why animator works just fine, but position, rotation and IK not working? Should I add network transform or network object components somewhere inside of player`s child elements?
By desynced I mean really desynced. Host and client have been spawned nearby each other, however from client side they are far away from each other. And even if I manually move them face to face, client side player still watching host being far away. But animations working fine XD. (it's the laugh of madness btw, so much wasted time for nothing)
I followed the tutorial. When I click "play" and "Start Host", I can move the player at the host. But when I click "Start Client" and start moving the second players, suddenly both players freeze - stop moving entirely. No movement, no animation, no response to input. Any idea why it happens?
I had the same problem. I commented out both AudioSource lines in ThirdPersonController (lines 379 and 388), and everything worked for me. It was a null reference exception in my project, and I think this happened because the AudioSource is not shared between the server and the client
im glad multiplayer is getting better. but still a fair way to go catching up to unreal. most of this can be done in a handful of clicks of in ue5. the only upside is that you cant do client authoritive in unreal. but like you said server side is usually better anyway.
Can I completely use netcode for making a game multiplayer with P2P servers and uploaded to steam without problem? Or do I need to use facepunch steameorks too?
You can use either the Unity Transport or the Facepunch Steamworks Transport (or any other Transport) Whatever you choose it does not affect the Netcode for Game Objects/Entities layer on top.
U6 has some incredible features
I have an IT background. I understood a lot of the concepts that were talked about. Grinding Unity 2022.3 14 hours/day, and 7 days/week and loving it !! Great video!! 🤙👍
Great video! I hope next videos will make state sync more clear
What is the best way to handle the cinemachine camera?
5:15
UDP stands for User Datagram Protocol, not "user dataframe protocol".
In a Unity-based game server, we aim to host 100 players simultaneously (50 separate games with two players each). In this scenario, should the game sessions be hosted within a single Unity game server, or should each session have its own separate Unity game server? How to develop unity-based server which support multiple game sessions in single unity game server. If a single instance is used, does Unity Netcode support this configuration?
I assume if you use NGO you'd beed multiple game servers. Otherwise you'd need to handle networking with your own backend. (Or maybe I missed your question, if someone can correct me)
I was awaiting this for a long time..... i tried and like in your video at time 16:22 the camera don't follow the player, i am enable to do it, did you have son idea, i have not found an help. Thanks
This was great!
Is there any reason why the "Authority Mode" in Network Transform wasn't set to Owner rather than making a separate script for this around 15:19?
What If Host/Server player leave game?
Is unity have host migration?
In Client-Server game, server logic should run on dedicated server not on client side.
Please make video how implement or run server logic at dedicated server, Also tell Is unity support this one?
There is a button to launch in server mode.
@realtimberstalker But they need to give video on how upload on any dedicated server not just for multiplay server.
@@arbainrahat4578 Yes. They showed how to start the network manager as host. You can also start it as a dedicated server right next to it.
Host migration is done with the Distributed Authority model, which they hopefully cover in a future video. This video was about the dedicated server model
I did everything as shown in a video, however both host and client are desynced by position, rotation (partially) and the only thing working right is animator. I ensure that I managed distributed authority by checking owner and overriding OnIsServerAuthoritative. What do I miss, why animator works just fine, but position, rotation and IK not working? Should I add network transform or network object components somewhere inside of player`s child elements?
By desynced I mean really desynced. Host and client have been spawned nearby each other, however from client side they are far away from each other. And even if I manually move them face to face, client side player still watching host being far away. But animations working fine XD. (it's the laugh of madness btw, so much wasted time for nothing)
I followed the tutorial. When I click "play" and "Start Host", I can move the player at the host. But when I click "Start Client" and start moving the second players, suddenly both players freeze - stop moving entirely. No movement, no animation, no response to input. Any idea why it happens?
I had the same problem. I commented out both AudioSource lines in ThirdPersonController (lines 379 and 388), and everything worked for me. It was a null reference exception in my project, and I think this happened because the AudioSource is not shared between the server and the client
Me who can barely make a cube in unity watching like I know what the heck is going on:
yeah my boi
It's a shame on us.
By the time there is a version for Android, Godot already has one and it would be a great idea to eliminate the competition
im glad multiplayer is getting better. but still a fair way to go catching up to unreal. most of this can be done in a handful of clicks of in ue5. the only upside is that you cant do client authoritive in unreal. but like you said server side is usually better anyway.
Can you put subtitle in portuguese? Or maybe dub in portuguese with IA?
I think URP/Lit roughness should saperate to BW img
How are we doing now that we were doing this weekend
so falto dublar esse video pra ter uma nota 10
does using client host cost any money or is it 100% free?
Purely client-server does not cost anything. Unity Relay and dedicated (cloud) servers cost money
Host Migration in NEXT Video
Can I completely use netcode for making a game multiplayer with P2P servers and uploaded to steam without problem?
Or do I need to use facepunch steameorks too?
You can use either the Unity Transport or the Facepunch Steamworks Transport (or any other Transport)
Whatever you choose it does not affect the Netcode for Game Objects/Entities layer on top.
Resume @14:00
So how much are you going to charge for this one? 5eur per connection?
100% Free For Pure Client-Server model but For Unity Replay and Dedicated(cloud) servers costs money
bla bla bla , how about host migration?
According to the roadmap it's marked as "In Progress" so hopefully some time in the future
How about my unity 6 infinite shader compilation?
@@CodeMonkeyUnity yeah sure like always "some time in the future"
Knowing Unity, this has been deprecated already and a new solution will be available in 1.5 years.
Netcode for Game Objects has already been around for over 5 years, this is not a new thing
@@CodeMonkeyUnity fishnet is better, have you tried it before?
@@CodeMonkeyUnity what are you doing here?
@@UndeadZ60 i think he loves netcode for game objects (real)
@@UndeadZ60answering negative comments maybe? 😂
Next video