LMAO! dude. I was just thinking. Why is every tutorial of netcode s weird. I just want a diagram of the overall process and how each componet is assembled in a blueprint manner not just a 'write this and now it works' 100% satisfaction. subcribed
Awesome video. I am developing games for many years and gone through tutorial hell before. But this was so clear, concise and to the point. Really well explained, thanks for the help!
I'm curious how this whole concept could be applied to games without a player controlled character. Let's say a card game, where the players don't control a character but all have a different hand of cards displayed to them. Do you think games like card games, text adventures or turn based fighting games could be implemented using Netcode for GameObjects ?
You can make pretty much any game (up to 16 players) with NGO. You dont have to assign the player prefab or you can have just some player manager script without a sprite etc.
I am not sure if Steam provides servers. Because the Netcode for GameObjects logic is separated from the transport layer, you should be able to use it with any server.
This might sound like a dumb question because I’m new to all this but Is this only for pc and 2D games? Because I want to use this for a 3D car game on mobile is it possible?
On each player you can store a NetworkVariable containing some ID or index of the sprite that the player selected. Then you can change the sprite of the SpriteRenderer based on that variable.
What if we have 2 different prefabs, i mean it’s like first one is blue player (host) second one red player (client)and both are different prefabs, then how it works
hey man love it but i want to create a local host for android in which ip address of host will be added automatically or makin a local multiplayer that connect both on pc and android help me with this concept really want to learn also make a course love to purchase
Yes that could be done using NetworkVariable. Just pass the data you are trying to sync and if a float or int isn't enough, you can create class holding that data. That will need to inherit from INetworkSerializable.
Netcode for gameobjects is not simple at all when it comes to client-predicted server authoritative movement cause it doesn't have one. Good luck with that and see you using fishnet or Netcode for entities soon or even Unreal Engine 😅