Join Bruce Van Horn for an in-depth discussion in this video Multiplayer health, part of Unity 5: Network Gaming.
- [Instructor] During the introductory chapter of this…course we talked about server versus client authority.…Working with health is pretty much always appropriately…done with the server authority methodology.…Right now each client is responsible for reporting…its own health status to the user.…Our next step is to modify our code so that the server…tracks each player's health and, as such,…the server is the authority on the current…health state of each player.…Since server versus client authority is an important concept…I want to drive this point home.…There are things that are fine as client authority,…for example, the position of a fired projectile.…
We can instantiate it at the server level…but once instantiated, letting the local clients…perform the computations to move the projectile individually…on each client is fine.…The server doesn't need to be notified until the projectile…hits something at which stage it should be reflected…in the tank object, not the projectile.…If the projectile didn't hit anything, the projectile…
AuthorBruce Van Horn
- Reviewing how network gaming works
- Creating a multiplayer game
- Setting up the Network Manager
- Testing the game
- Firing projectiles
- Adding a health indicator
- Fragging the enemy
Skill Level Intermediate
Unity 5: 2D Combat in an RPG Gamewith Jesse Freeman2h 11m Intermediate
Unity 5: 2D Movement in an RPG Gamewith Jesse Freeman1h 22m Intermediate
1. Network Gaming Overview
2. Our Multiplayer Game
Next steps1m 40s
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