Get Started with Photon & Unity: Clients, RPCs, and More!

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  • Опубликовано: 12 янв 2025

Комментарии •

  • @xyhc-cnc
    @xyhc-cnc 2 года назад +4

    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!

  • @GorillaTaggingKidOld
    @GorillaTaggingKidOld Год назад

    thanks this helped, I was having a hard time making a rpc work for my game. Thanks a ton mate!!!

  • @daffertube
    @daffertube 2 года назад +1

    Thanks for making this

  • @Gernata_Dev
    @Gernata_Dev 2 года назад +2

    this video is very useful !!
    THX 👍

    • @Kimopro1010
      @Kimopro1010 4 месяца назад

      gernata, I love your vids bro, miss you, when will you upload again

  • @azael1633
    @azael1633 2 года назад +1

    Good video! Thanks for the knowledge it really helped:)

  • @orewaminato
    @orewaminato Год назад

    Good study case, thanks!

  • @biaggiopietro9739
    @biaggiopietro9739 2 года назад +1

    hi thanx for video,the scripts run better thanx...is very nice

  • @muhammadzubairirshad6724
    @muhammadzubairirshad6724 2 года назад +1

    Please Make More Projects on Unity Photon Tutorials

  • @msdrums5635
    @msdrums5635 2 года назад

    how can I instantiate a GameObject as a Child in Photon?

  • @siriuslemaitre4833
    @siriuslemaitre4833 2 года назад +1

    hello quick question, does the 20 players restriction apply to the entire game or just for one room ?

  • @fluctura
    @fluctura 2 года назад

    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)

    • @ZiberianDev
      @ZiberianDev  2 года назад +1

      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.

    • @fluctura
      @fluctura 2 года назад

      ​@@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.

  • @jeuneadryan
    @jeuneadryan 2 года назад

    Whats your theme

  • @qnet8949
    @qnet8949 2 года назад

    any chance for character selection ?

  • @aussieraver7182
    @aussieraver7182 2 года назад

    Amazing information, thanks!
    By any chance have you experimented with Unity NavMesh and PUN?

    • @ZiberianDev
      @ZiberianDev  2 года назад

      I haven't, but what kind of things you wanted to do with it? I am curious

    • @aussieraver7182
      @aussieraver7182 2 года назад

      @@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.

  • @littlemiddle59
    @littlemiddle59 Год назад

    Are you Turkish? Your speaking and pronunciation sounds like it, or am I wrong?