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11-ahoy-matey-original's Introduction

Complete Unity Developer - Section 11 - Ahoy Matey

This is the Complete Unity Developer - one of the most successful e-learning courses on the internet! Completely re-worked from scratch with brand-new projects and our latest teaching techniques. You will benefit from the fact we have already taught over 360,336 students game development, many shipping commercial games as a result.

You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: Complete Unity Developer

In This Section

Section 11 Notes

  • Congratulations on your progress.
  • Point-and-click 3D isometric ship battle.
  • Multiplayer, you can use just one PC.
  • Using UNet throughout, minimising prefabs.
  • Section notes are attached.

Section 11 Game Design Document (GDD)

  • Create a simple GDD live.
  • Write a paragraph explaining the game concept.
  • List the major game rules.
  • Define the asset requirements.
  • Think about how we may monetise this game.

Testing Network Games Locally

  • An overview of the development process.
  • Unity Editor against local build.
  • Testing between two different machines on LAN.
  • Version control is an option (Git, SVN, etc).
  • Optional: set-up Dropbox sync between 2 PCs.

Deploying Our Game Locally

  • How to deploy the same version to 2 machines.
  • Version control is an option (Git, SVN, etc).
  • You could use a shared folder.
  • Set-up Dropbox sync between 2 PCs.
  • Care to use one as master (also the host).

Introducing Network Manager

  • The concept of a stack of APIs.
  • An overview of Unity’s network stack.
  • Finding out where to start with networking.
  • Get our game running with networking enabled

Replacing Network Manager HUD

  • Why we want to replace the default HUD.
  • What the default HUD does for us.
  • Create our own “Start Host” button.
  • Where to find the API documentation.
  • Wiring the button to script and testing.

About The Override Keyword

  • A recap of inheritance.
  • What the override keyword does.
  • Why we need to use it here.
  • Explaining public override void OnStartHost()
  • Test the result.

Logging Client Start Requests

  • About localhost* vs. an IPv4 address.
  • Finding out your machine’s IP address.
  • Temporarily using the HUD again to connect.
  • Connecting to a local build via localhost.

* localhost - Wikipedia, the free encyclopedia

Using NetworkTransform

  • What NetworkTransform does for us.
  • About NetworkIdentity and why it’s needed.
  • Make movements travel over the network.
  • Test this over the LAN, and with local build.
  • Optionally: test this to a mobile too.

Networked Player Movement

  • Understanding players in multiplayer games.
  • Getting players working on clients.
  • Filter input with NetworkBehaviour.isLocalPlayer

Multiple Players With Local Authority

  • Adding a Network Transform to our player.
  • Re-introducing Local Player Authority.
  • Testing 3-way player movement.

MultiPlayer Cameras

  • Add a camera as a child of Player.
  • What is causing our camera issue.
  • One simple way of solving it.
  • Care with disabling camera object vs. component.
  • Don’t use deprecated NetworkView component

Network Recap & What’s Next

  • Talk through Unity’s Network System Concepts*
  • Ask “What’s not fun about this game”.
  • Challenge you to make a basic game.
  • Please thank @MarcoValeKaz for the ship.

* Unity Manual - Network Systems Concepts

DOWNLOAD Section 11 Unity Project

Section 11 Wrap-Up

  • About the course taper structure.
  • You have everything you need.
  • Keep testing, keep asking, keep learning.
  • I’m committed to maintaining this course.
  • That includes adding to this section if needed.

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