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unet test #3

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ZJLi2013 opened this issue Jun 26, 2019 · 3 comments
Open

unet test #3

ZJLi2013 opened this issue Jun 26, 2019 · 3 comments

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@ZJLi2013
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[模拟局域网游戏](https://blog.csdn.net/qq_30454411/article/details/79542263)

unet multi-player 教程

noobtuts unet headless mode build

understand unet

good enough guide to unet Low-level API

unet HLAPI to P2P networking

photon doc

how to change scenes in multi-players

I work a lot on multiplayer and it really just depends on your implementation of it. How authoritative is the server? If it’s used for any conditional checks between the player and the environment you have to change the scene with it. If it’s used for just passing data back and forth it’s fine to not keep scenes the same (if the server is not dedicated, like it’s being hosted by one of the player instances then you do want to update it for the host player to keep their scene view synced and so it doesn’t look like other players are walking through walls). If I make a game where the server is only responsible for passing data back and forth I wouldn’t even bother giving it scene. I’d just spawn objects that need to be synced.

networkManager.ServerChangeScene

how to choose among multi online scenes

NetworkManager.onlinescene.
NetworkLobbyManager.playScene

tank multi-player demo

multi-player github

unity-drones-multiplay

from unet to Pun

@ZJLi2013
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openGL

@ZJLi2013
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ZJLi2013 commented Jul 1, 2019

@ZJLi2013
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ZJLi2013 commented Jul 3, 2019

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