LOVE this tutorial. The entirety of the video is devoted to Photon-relevant topics and isn't assuming the viewers are absolute Unity beginners... which makes every second of this video very concise and helpful! Would recommend this to my programmer friends!
Is it right that you use the Host network topology? Because of the MasterClient thingy? Also, the MasterClient could cheat by manipulating the game state right? (theoretically)
Yes, ideally in a multi player game where you care about the game's integrity you would want to handle the important logic server-side. But I think the great part about the MasterClient architecture is you can have your online game without handling logic server side (makes it cheaper), and if its a friendly game the security won't be a problem.
@@ZiberianDev Thank you for your fast response. And to what you wrote: Yeah, exactly, that's what I thought. I think for a nice tech demo or small indie FPS game, this architecture is pretty sound. I remember even EA using this topology in 2004/2005 or so still with Command & Conquer Generals and the Zero Hour expansion. The most boring thing was a MasterClient with delay and ping > 150ms; however, we can limit the region and nowadays, almost everyone should have a gaming grade connection.
@@ZiberianDev Just a cliche zombie game. Multiple clients running around and zombies following the closest client. It's working pretty well but I was just curious about other peoples implementation.
LOVE this tutorial. The entirety of the video is devoted to Photon-relevant topics and isn't assuming the viewers are absolute Unity beginners... which makes every second of this video very concise and helpful! Would recommend this to my programmer friends!
thanks this helped, I was having a hard time making a rpc work for my game. Thanks a ton mate!!!
Thanks for making this
this video is very useful !!
THX 👍
gernata, I love your vids bro, miss you, when will you upload again
Good video! Thanks for the knowledge it really helped:)
Good study case, thanks!
hi thanx for video,the scripts run better thanx...is very nice
Please Make More Projects on Unity Photon Tutorials
how can I instantiate a GameObject as a Child in Photon?
hello quick question, does the 20 players restriction apply to the entire game or just for one room ?
Entire game on the free tier
Is it right that you use the Host network topology? Because of the MasterClient thingy? Also, the MasterClient could cheat by manipulating the game state right? (theoretically)
Yes, ideally in a multi player game where you care about the game's integrity you would want to handle the important logic server-side. But I think the great part about the MasterClient architecture is you can have your online game without handling logic server side (makes it cheaper), and if its a friendly game the security won't be a problem.
@@ZiberianDev Thank you for your fast response. And to what you wrote: Yeah, exactly, that's what I thought. I think for a nice tech demo or small indie FPS game, this architecture is pretty sound. I remember even EA using this topology in 2004/2005 or so still with Command & Conquer Generals and the Zero Hour expansion. The most boring thing was a MasterClient with delay and ping > 150ms; however, we can limit the region and nowadays, almost everyone should have a gaming grade connection.
Whats your theme
any chance for character selection ?
Amazing information, thanks!
By any chance have you experimented with Unity NavMesh and PUN?
I haven't, but what kind of things you wanted to do with it? I am curious
@@ZiberianDev Just a cliche zombie game.
Multiple clients running around and zombies following the closest client.
It's working pretty well but I was just curious about other peoples implementation.
Are you Turkish? Your speaking and pronunciation sounds like it, or am I wrong?