Multiplayer Netcode for GameObjects
A downloadable game for Windows
"I'm learning about multiplayer netcode for game objects, and as part of that, I've developed this small module with server, host, and client functionalities."
Concepts Used:
Unity Networking: The script inherits from NetworkBehaviour, indicating that it's a script attached to a networked GameObject and can synchronize data across the network.
NetworkVariable: NetworkVariable is used to synchronize custom data (mycustomdata) across the network. It provides automatic synchronization of data between clients and the server.
Custom Network Serializable Struct: The mycustomdata struct implements the INetworkSerializable interface, allowing it to be serialized and deserialized for network transmission. It contains fields for an integer, a boolean, and a FixedString128Bytes.
Network Serialization: In the NetworkSerialize method of the mycustomdata struct, the values of its fields are serialized/deserialized using the provided BufferSerializer.
OnNetworkSpawn: The OnNetworkSpawn method is overridden to subscribe to changes in the randomNumber NetworkVariable. Whenever the value of randomNumber changes, the new value is logged along with the client ID of the owner.
OwnerClientId: OwnerClientId property is used to identify the client ID of the owner of the networked object.
Transform Position Synchronization: The position of the networked object is updated based on the player's input, and the changes in position are synchronized automatically across the network.
| Updated | 5 days ago |
| Status | Released |
| Platforms | Windows |
| Author | CH PRAVEEN |

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