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The Ultimate Multiplayer Tutorial for Unity - Netcode for GameObjects 

samyam
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16 окт 2024

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@samyam
@samyam Год назад
subscribe for cute lil snakes - watch the next part here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-FjOZrSPL_-Y.html Wishlist my new game BUMBI on Steam! store.steampowered.com/app/2862470/BUMBI/ small bug fix - in PlayerLength OnNetworkSpawn() after subscribing to the length changed event, put: // If there was another player already in the match, the beginning tails of them won't be updated. These lines check the length of the snake and spawn the tails of the other clients accordingly. if (IsOwner) return; for (int i = 0; i < length.Value - 1; ++i) InstantiateTail(); Also before spawning the Food object make sure to do if (!obj.IsSpawned) obj.Spawn(true); And when despawning you can just do if (NetworkObject.IsSpawned) NetworkObject.Despawn();, and not Destroy it.
@maxfun6797
@maxfun6797 Год назад
Can you please provide minute mark of this bug?
@samyam
@samyam Год назад
You can add this at any time, it’s just so that when a new player joins it can spawn the tails of the other players if they had already grown in length. The section before 1:10:03
@mathinho_ns
@mathinho_ns Год назад
Could you pls leave here a document/text with the ObjectNetworkPool script? The original document was updated and is complete different of the one shown in the video, it does not even have an InitializePool function. That would be really helpful
@samyam
@samyam Год назад
@@mathinho_ns Here you go. Also before spawning object make sure to do if (!obj.IsSpawned) obj.Spawn(true); And when despawning you can just do if (NetworkObject.IsSpawned) NetworkObject.Despawn();, and not Destroy it. using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using Unity.Netcode; using UnityEngine; using UnityEngine.Assertions; /// /// Object Pool for networked objects, used for controlling how objects are spawned by Netcode. Netcode by default will allocate new memory when spawning new /// objects. With this Networked Pool, we're using custom spawning to reuse objects. /// Boss Room uses this for projectiles. In theory it should use this for imps too, but we wanted to show vanilla spawning vs pooled spawning. /// Hooks to NetworkManager's prefab handler to intercept object spawning and do custom actions /// public class NetworkObjectPool : NetworkBehaviour { private static NetworkObjectPool _instance; public static NetworkObjectPool Singleton { get { return _instance; } } [SerializeField] List PooledPrefabsList; HashSet prefabs = new HashSet(); private Dictionary pooledObjects = new Dictionary(); private Dictionary nonPooledObjects = new Dictionary(); private bool m_HasInitialized = false; public void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } } public override void OnNetworkSpawn() { InitializePool(); } public override void OnNetworkDespawn() { ClearPool(); } public void OnValidate() { for (var i = 0; i < PooledPrefabsList.Count; i++) { var prefab = PooledPrefabsList[i].Prefab; if (prefab != null) { Assert.IsNotNull(prefab.GetComponent(), $"{nameof(NetworkObjectPool)}: Pooled prefab \"{prefab.name}\" at index {i.ToString()} has no {nameof(NetworkObject)} component."); } } } /// /// Gets an instance of the given prefab from the pool. The prefab must be registered to the pool. /// /// /// public NetworkObject GetNetworkObject(GameObject prefab) { return GetNetworkObjectInternal(prefab, Vector3.zero, Quaternion.identity); } /// /// Gets an instance of the given prefab from the pool. The prefab must be registered to the pool. /// /// /// The position to spawn the object at. /// The rotation to spawn the object with. /// public NetworkObject GetNetworkObject(GameObject prefab, Vector3 position, Quaternion rotation) { return GetNetworkObjectInternal(prefab, position, rotation); } /// /// Return an object to the pool (reset objects before returning). /// public void ReturnNetworkObject(NetworkObject networkObject, GameObject prefab) { // Debug.Log("Returning Object"); var go = networkObject.gameObject; go.SetActive(false); pooledObjects[prefab].Enqueue(networkObject); nonPooledObjects[prefab]--; } /// /// Returns how many of the specified prefab have been instantiated but are not in the pool. /// public int GetCurrentPrefabCount(GameObject prefab) { return nonPooledObjects[prefab]; } /// /// Adds a prefab to the list of spawnable prefabs. /// /// The prefab to add. /// public void AddPrefab(GameObject prefab, int prewarmCount = 0) { var networkObject = prefab.GetComponent(); Assert.IsNotNull(networkObject, $"{nameof(prefab)} must have {nameof(networkObject)} component."); Assert.IsFalse(prefabs.Contains(prefab), $"Prefab {prefab.name} is already registered in the pool."); RegisterPrefabInternal(prefab, prewarmCount); } /// /// Builds up the cache for a prefab. /// private void RegisterPrefabInternal(GameObject prefab, int prewarmCount) { prefabs.Add(prefab); var prefabQueue = new Queue(); pooledObjects[prefab] = prefabQueue; for (int i = 0; i < prewarmCount; i++) { var go = CreateInstance(prefab); ReturnNetworkObject(go.GetComponent(), prefab); } // Register Netcode Spawn handlers NetworkManager.Singleton.PrefabHandler.AddHandler(prefab, new PooledPrefabInstanceHandler(prefab, this)); } [MethodImpl(MethodImplOptions.AggressiveInlining)] private GameObject CreateInstance(GameObject prefab) { return Instantiate(prefab); } /// /// This matches the signature of /// /// /// /// /// private NetworkObject GetNetworkObjectInternal(GameObject prefab, Vector3 position, Quaternion rotation) { var queue = pooledObjects[prefab]; NetworkObject networkObject; if (queue.Count > 0) { networkObject = queue.Dequeue(); } else { networkObject = CreateInstance(prefab).GetComponent(); } nonPooledObjects[prefab]++; // Here we must reverse the logic in ReturnNetworkObject. var go = networkObject.gameObject; go.SetActive(true); go.transform.position = position; go.transform.rotation = rotation; return networkObject; } /// /// Registers all objects in to the cache. /// public void InitializePool() { if (m_HasInitialized) return; foreach (var configObject in PooledPrefabsList) { nonPooledObjects[configObject.Prefab] = 0; RegisterPrefabInternal(configObject.Prefab, configObject.PrewarmCount); nonPooledObjects[configObject.Prefab] = 0; } m_HasInitialized = true; } /// /// Unregisters all objects in from the cache. /// public void ClearPool() { foreach (var prefab in prefabs) { // Unregister Netcode Spawn handlers NetworkManager.Singleton.PrefabHandler.RemoveHandler(prefab); } pooledObjects.Clear(); } } [Serializable] struct PoolConfigObject { public GameObject Prefab; public int PrewarmCount; } class PooledPrefabInstanceHandler : INetworkPrefabInstanceHandler { GameObject m_Prefab; NetworkObjectPool m_Pool; public PooledPrefabInstanceHandler(GameObject prefab, NetworkObjectPool pool) { m_Prefab = prefab; m_Pool = pool; } NetworkObject INetworkPrefabInstanceHandler.Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation) { var netObject = m_Pool.GetNetworkObject(m_Prefab, position, rotation); return netObject; } void INetworkPrefabInstanceHandler.Destroy(NetworkObject networkObject) { m_Pool.ReturnNetworkObject(networkObject, m_Prefab); } }
@mathinho_ns
@mathinho_ns Год назад
@@samyam Very Very thank you
@andresmorazun
@andresmorazun 8 месяцев назад
I don't know how many tiems I've come to this tutorial in the last 3-4 months while trying to learn netcode for gameobjects. I'm so grateful for your content @samyam! For everyone else, like and subscribe! If you are working with NGO in Feb 2024, update to version 1.8.0, lots of quality of life improvements. Specially regarding how they handle RPCs, check the docs!
@Tarodev
@Tarodev Год назад
So many good tips scattered throughout this video. Amazing!
@samyam
@samyam Год назад
Thank you 🙏☺️
@AIAdev
@AIAdev Год назад
Multiplayer game incoming. Great video Sam
@samyam
@samyam Год назад
mana valley coop mode?? thx 😁
@itsdonix
@itsdonix 8 месяцев назад
One of the best Unity Multiplayer tutorials ive seen, gives almost all Basics you need for a Unity Multiplayer Game
@SolarSoftMedia
@SolarSoftMedia 6 месяцев назад
But how did you figure it out? Since you did this 2 months ago, you were using a different NetworkObjectPool.cs than in the video.
@turkeyjerkey
@turkeyjerkey Год назад
Great job on the video. Always love how thorough your tutorials are! I'd also like to see some of the more Advanced techniques!
@kadie17
@kadie17 2 месяца назад
Just starting to tackle the multiplayer functionality in my game, and this is the first video I came across. Got some snacks to munch on while I binge the rest of your content. Looking forward to becoming a patron in the future, love your work.
@samyam
@samyam 2 месяца назад
Thank you!
@lukealdrich
@lukealdrich Год назад
Awesome tutorial! Doing a tutorial on client side prediction would be a life saver. The way you explain things is so much easier to follow than many other tutorials.
@chriswatts3697
@chriswatts3697 Год назад
Very cool introduction - Netcode for Gameobjects is demanding, i use it myself and Sam did a great job explaining the concepts and the important parts to start with it.
@samyam
@samyam Год назад
Thanks so much! 😁
@phildonahue3158
@phildonahue3158 Год назад
I've watched ALL of the NGO youtube tutorials. this is by far and large my favorite one on youtube
@samyam
@samyam Год назад
Thank you! 😄
@hancurobert8510
@hancurobert8510 5 месяцев назад
I cannot belive I just happened to stumble across this hidden gem of a video! Great job!!!
@markusvikmanis1624
@markusvikmanis1624 2 месяца назад
44:32 You are a god send! I had so much trouble trying to understand this concept, searching everywhere to understand how to think when programming. But you explained it perfectly AND WITH VISUALS!!!
@samyam
@samyam 2 месяца назад
Thank you! It confused me too at first and no one seemed to explain it well for me to understand
@henriquebarreirapachedefar1190
@henriquebarreirapachedefar1190 3 месяца назад
For people having problem using Pool, she's using version 1.1, you gotta change when following this tutorial. Took me a while to realize. Thanks for the content! Please if you can, show us the version of the libraries u are using, those libraries change versions very fast and sometimes we cannot watch full video because we get stuck due to versions. Just a humble suggestion, anyways, thanks for the content!!!
@mythoredofficial
@mythoredofficial Год назад
Sam's the best and ye remember me when you are famous LOL
@donaldfaulknor2149
@donaldfaulknor2149 Год назад
My version of Network Manager doesn't allow you to put prefabs in the network prefabs list. According to the internet: You have to create a Network Prefabs List scriptable object, add your prefabs there and add that list to the Network Manager. It was easy to do though.
@jewelbee9911
@jewelbee9911 Год назад
Thank you!
@IamDA2799
@IamDA2799 5 месяцев назад
how? pleasee...how to create that network prefabs list scriptable object? i have no clue, since mine didnt have any features to do that
@alec_almartson
@alec_almartson Год назад
I already saved it👍🏻 in a Video List for studying it when I enter the Multiplayer stage, making a Prototype for my Portfolio. Thank You for keeping this level of Professionalism 👔😄
@mariegrasmeier9499
@mariegrasmeier9499 Год назад
Samyam, I love you! Such great explanation in such a comprehensive way. I am learning so much from your channel. Please keep up the good work ❤
@samyam
@samyam Год назад
thank you! ☺️
@erickpeculiar823
@erickpeculiar823 Год назад
Components: FoodObj: 1:14:41 poolManagerObj: 1:19:24 1:28:54 playerCanvasObj: 1:34:00 gamevOver : 2:00:00 server canvas: 2:04:50 connection handle: 2:15:50
@richardgomes7d
@richardgomes7d Год назад
btw @samyam as a keyboard shortcut junkie I love that you are always saying the keyboard shortcuts out loud. I used Carnac to automatically display any keyboard shortcuts on the screen and it works pretty good. That way others will see it as I do the shortcuts.
@samyam
@samyam Год назад
Thanks! I considered it but I thought it might be annoying in a tutorial to have it pop up constantly. I’ll think about it!
@richardgomes7d
@richardgomes7d Год назад
@@samyam Oh! That makes sense. I guess that would be a ton of pop ups 😅
@richardgomes7d
@richardgomes7d Год назад
42:48 💀 the work that RU-vid educators go through to teach us... much appreciated @samyam! I'm following along and I can't help but get excited every time something works on my end just like it did on your video. Can't wait to apply all this to my game idea ***insert Kermit excited GIF***
@samyam
@samyam Год назад
Glad I can help 😄
@michaelbutz284
@michaelbutz284 7 месяцев назад
Only 48 minutes of this great video and I have learned so much more than in any other course. Thank you so much for this. Guess I'll have to throw around more praise at the end of the video. But if the quality holds up, it's more than deserved 👍
@SolarSoftMedia
@SolarSoftMedia 6 месяцев назад
How did you figure it out when using a different NetworkObjectPool.cs than she has in the video?
@demetrimaude6318
@demetrimaude6318 Год назад
Thank you so much for the in depth tutorial! I would love to see more about client side prediction as it is a very important aspect of multiplayer!
@Adrien13Sanctioned
@Adrien13Sanctioned Месяц назад
How do you handle host migration, or is it possible in netcode for gameobjects without lobby or relay?
@hausucat_9655
@hausucat_9655 Год назад
I think I might've caught a bug, but this is my first time using NGO and Coroutines so I'm not sure that I'm correct. The SpawnOverTime() Coroutine is called from within SpawnFoodStart() which begins the while loop that will periodically spawn food. What I'm noticing is that the while loop breaks immediately if you start the game with a Server as opposed to a Host since ConnectedClients.Count is 0 at the time SpawnOverTime() is called. From that point forward, the game no longer spawns any food even after clients connect because SpawnOverTime() is never called again. Regardless, this is a phenomenal video that you clearly put an insane amount of effort into and I really appreciate it! Subscribing immediately.
@Drax-rc2pr
@Drax-rc2pr Год назад
I noticed same bug and end up modify it to while(true) for the food spawner works without breaking.
@mathinho_ns
@mathinho_ns Год назад
Reaaally nice video. I kinda wanted a programming challenge and I think multiplayer is a BIG ONE and this video was a great start. Thank you for your content :D Obs: Your voice looks like that TikTok ad "You wanna crush 2023?" lol
@samyam
@samyam Год назад
I’m not familiar with that ad 😂
@CrabKingFish
@CrabKingFish 5 месяцев назад
Hi SamYam, I love your video , and I have always been curious as to how coders like dani and yourself manage to learn all of these networking concepts. For me personally, when I open any documentation, my mind just explodes, so i guess do you just push through and read all of the documentation or do you utilize any other sources? oh and what about how you learnt the concept of client-side prediction?
@RussellD
@RussellD Год назад
Your networking description at the beginning of this was great and even held my ADHD 9yr olds attention until you got to TCP and UDP. you should break that out into it’s own video
@kellerkey
@kellerkey Год назад
I can't add the player prefab to the list, but it gets added to the player prefab. How to solve?
@FoxDenWorld
@FoxDenWorld Год назад
37:15 I have used your source code but I am getting the error: Assets\_Scripts\PlayerController.cs(21,13): error CS0246: The type or namespace name 'PlayerLength' could not be found (are you missing a using directive or an assembly reference?)
@adriansilagan1029
@adriansilagan1029 Год назад
Your explanation of servers was more clear than my professor's
@yours_indie_game_dev
@yours_indie_game_dev Год назад
this was well explained, thankyou, id also vote for that client prediction video
@bitshifting706
@bitshifting706 Год назад
I would love a video on implementing client side prediction/ reconciliation! :)
@jefflynch
@jefflynch Год назад
Clear and concise guidance that I will definitely be referencing over and over :)
@erickpeculiar823
@erickpeculiar823 Год назад
the way this tutorial is so goated !! I keep coming back to reference code and understand things better :) tysm for explaining the logic thoroughly
@Draekdude
@Draekdude Год назад
I love this tutorial! I just wanted to point out that Jetbrains has a feature you an enable in the Preferences to automatically clean up imports. With this enabled as soon as you save the script, it will automatically remove any unused import. So no more manually deleting! :)
@samyam
@samyam Год назад
Omg this is so useful thank you!
@Dominik-K
@Dominik-K Год назад
This was a very helpful tutorial, thanks a lot for the effort. As I've already used Unity Netcode for GameObjects I can say you've done a great job teaching the general concepts by example
@samyam
@samyam Год назад
Thank you so much!
@PawanRamnani-r9b
@PawanRamnani-r9b 4 месяца назад
Amazing video. One small query : After lobby, i have to move to the Level Selection scene which selects which level to choose. That level scene is an addressable which is being downloaded from cloud. But net code does not seem to work with addressable scene. Any advice? I am thinking two options : 1) Use RPC to manually load the addressable scene on all clients 2) Make all the contents of the scene an addressable prefab and then include the empty scene in build settings which can be loaded through netcode. Then instantiate the adressable when the scene is loaded by netcode. Thanks in advance 😃
@fvx_official
@fvx_official Год назад
I think it is good to mention, that when you call NetworkManager.Singleton.StartClient() and NetworkManager.Singleton.StartServer() in different scenes, than there will be created more than one NetworkManager Instances! I took me hours to figure this out!
@genesisr33
@genesisr33 Год назад
Not sure if mentioned in the comments yet but I just finished the object pool section and Unity has already updated the script for object pooling on their doc page. You no longer have to create the non pooled object variable as they replaced the queue with an object pool object which keeps track of how many active and inactive objects are in the scene. No fault to the creator of the video as she is doing a wonderful job teaching, just we all know unfortunately unity updates stuff every week it seems haha. But just wanted to point that out if anyone is having any issues following on the object pool section.
@samyam
@samyam Год назад
Thanks!
@nodeki8514
@nodeki8514 Год назад
i cant seem to find where that is located
@christophergraf5929
@christophergraf5929 Год назад
Are you saying when we place the line "NetworkObjectPool.Singleton.InitializePool();" that can be ignored? Or does it need to be replaced with "NetworkObjectPool.Singleton.RegisterPrefabInternal(prefab, 30);" as I saw someone else suggest? In that instance, RegisterPrefabInternal() would also have to be changed to 'public.'
@olejacobsen8414
@olejacobsen8414 11 месяцев назад
@@christophergraf5929 You can just delete the line "NetworkObjectPool.Singleton.InitializePool();" because in the updated version the initialization is already carried out with the OnNetworkSpawn method public override void OnNetworkSpawn() { // Registers all objects in PooledPrefabsList to the cache. foreach (var configObject in PooledPrefabsList) { RegisterPrefabInternal(configObject.Prefab, configObject.PrewarmCount); } }
@strooy
@strooy Год назад
Amazing job, I love all the work and details you put into the video, comments, and description.
@samyam
@samyam Год назад
thank you! 😁
@truongvantam4994
@truongvantam4994 4 месяца назад
In the authoritative movement section, I don't understand why you don't use the MovePlayerClient function and the player can still move. In my project I'm following yours, if I do the same as you, only the player on the host can move smoothly and the player on the client can move uncontrollably.
@shoop9274
@shoop9274 24 дня назад
OnNetworkspawn seems very buggy for objects pre placed in the scene documentation says you can replace objects but when pressing play mode it does not work reliably...
@andrewb6679
@andrewb6679 Год назад
In Netcode GameObjects version 1.3.1 they added this: Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322) Does this mean that I no longer need to add my prefab to the Network Prefabs List, because as soon as I assign the Network Object it is added to the default List? I updated mid project and now I can't add stuff to the list... :(
@samyam
@samyam Год назад
Of course they update it right after my tutorial 😂 From the description it seems that you just have to make the object a prefab with the NetworkObject component attached and it will work, which is honestly better in the long-run.
@andrewb6679
@andrewb6679 Год назад
@@samyam Honestly I believe it was because I started working through this video. I feel like everytime I start to learn Netcode with Unity, an update happens that breaks it and I quit. I tried to put it into the default Network Prefabs list, however, it does not seem to spawn them on start. My newb guess would be something along the lines of being in a list and needing to be called from the list now instead of just spawning, but I am so new to this I won't find the answer for at least another month or two after my knowledge catches up... to this one little problem. :D
@samyam
@samyam Год назад
Don’t lose hope! If anything join our Discord in the description and ask in the help channel!
@andrewb6679
@andrewb6679 Год назад
@@samyam I think you're right, you just add it to the list and it worked. I had another issue due to upgrades and stuff. It randomly fixed itself, so I can't tell you what was wrong or how I fixed it so I will chalk it up to rebooting 3 times.
@m_maksym
@m_maksym Год назад
currently it's 1.5.2v of Netcode and i can't go further from 25 min because of the list of NetcodeGameobjects.. will wait for somebody to make a new tutorial as i really want to learn multiplayer part, and seems like there are many changes made in this 6 month. But like and subscribe is yours ))
@-nickdev
@-nickdev Год назад
Also for the network stats monitor you need Unity 2021.2 or later. Any earlier version will not compile due to version dependencies in the assemblies. Our team had to learn this the hard way lol, super useful tool though.
@samyam
@samyam Год назад
Thanks for the tip!
@gam_buziya6469
@gam_buziya6469 Месяц назад
Hi, can you help me? Why my objectPool doesnt hide objects for client, only for server, rewatched the moment many times, and dont know, why i have this problem
@darrenj.griffiths9507
@darrenj.griffiths9507 10 месяцев назад
This was extremely interesting, thank you. I've put it on my "saved" list for future re-watching.
@CrossCoderDev
@CrossCoderDev Год назад
Whenever I do multiplayer, this will certainly come in handy. 🤓
@janeshparnami5560
@janeshparnami5560 Год назад
This was the best Tutorial i have encountered yet. ThankYou Samyam.
@CSEliot
@CSEliot Год назад
Hey Samyam! Was wondering if you've used any of the Photon tools before? (apologies if you mentioned it in the video and I missed it) I've been using "Photon Unity Networking 2" for a long time but seeing the activity around other devs and Unity Netcode, my interest is piqued. Is there a particular reason you chose this solution over Photon or any other? Thank in advance!
@samyam
@samyam Год назад
I tried Photon once years ago but I haven't tried it recently!
@RizuHaque
@RizuHaque Год назад
How do we start another instance of server when the current server is full Is it possible to automatically run another game instance on a dedicated hosted server?
@samyam
@samyam Год назад
Yes i’m the next video of this i’ll show how to use UGS and matchmaker which will manage this for you
@RizuHaque
@RizuHaque Год назад
@@samyam Thank you so much. But when can we expect that video ?
@samyam
@samyam Год назад
@@RizuHaque Most likely in April :) If you are in a hurry check out CodeMonkey’s recent videos
@SRCoder
@SRCoder Год назад
Love the videos! Subscribed. I had a question though. Is it not a bad idea to call an RPC in Update? (every frame potentially 100+fps). 2:09:35
@jaybehl7567
@jaybehl7567 8 месяцев назад
what do you think mate use your fuckin brain
@owen7w7
@owen7w7 Год назад
I just started with this tutorial but I needed to tell you that you are very good explaining and so fun :) Let's see how it goes.
@grigorov_srg
@grigorov_srg Год назад
I have a slight problem with prefabs reference to themselves. After Instantiating reference changes to the instance of the prefab. So some pooled object can’t return himself to the pool because it has different prefab reference than the one that stored in NetworkObjectPool. What can we do with that? Change the key in ObjectPool to string?
@CheddarGoblinDev
@CheddarGoblinDev 10 месяцев назад
I don't understand why there is a seperate script lying around in the documentation (ClientNetworkTransform) - instead of including it as a boolean flag in the NetworkTransform or whatever? I am totally confused by this
@juanp.9345
@juanp.9345 Год назад
Good course. I am following it and I hope to learn to create some multiplayer game. To develop multiplayer games like this for Android and Apple, do you think a Mac Mini M2 with 8gb of RAM can be enough? or would it have to have 16gb of ram? Greetings.
@Nicole-fg8nc
@Nicole-fg8nc Год назад
Amazing Work! would it be possible if you could do more Tutorials on unity's AR Foundation like scale and rotate the placed object in the AR Scene?
@raunaqverma7905
@raunaqverma7905 8 месяцев назад
Best Explanation for networking ❤
@calvinms7503
@calvinms7503 Год назад
Stuck on 24:47 , why I cannot put the prefab to Network Prefabs List? I have added the Netwrok Object component on the prefab. Unity 2022.3.6f1
@calvinms7503
@calvinms7503 Год назад
Solution: In the project file, right click, Netcode, make the NetworkPrefabList SO, put your GO there, and put this SO on the Network Manager
@prostoi2694
@prostoi2694 Год назад
Can you give me a hint? I can't add other prefabs to the online game (like you added food). I have "NetcodeForGameObject 1.4.0" installed. It differs in that you can't just add a prefab to the "Network Prefabs List". Prefabs can only be added to a special asset "DefaultNetworkPrefabs". The "Network Prefabs List" only accepts this asset. The problem is that the "Network Prefabs List" is automatically cleared for some reason when the host starts up. So I can't add/synchronize other prefabs to the network game.
@hmbullen
@hmbullen 11 месяцев назад
This is great! I would love to see a client-side prediction video!
@polihayse
@polihayse Год назад
Hey samyam, first time viewer. I have a couple question. When playing as a host, I noticed that there is a very brief period after calling the Spawn function in the food spawner where the food game object is active, but it is not yet technically recognized as "spawned". If the food spawns on the snake, since the game object is active but not "spawned", then calling the Despawn function in the OnTriggerEnter2D callback gives an error saying that the object isn't spawned. I was able to fix the error by adding a check to see if it was spawned before despawning, but should I bother with adding this check if I don't plan to host? There's also the issue of the food spawning over multiple tail objects, but I was able to fix that by checking to see if the collider was already entered on the same Time.time and simply return from the OnTriggerEnter2D callback if it was. However, my solution feels "jerry-rigged" to me. Does this seem like an appropriate solution to you?
@neobossgaming
@neobossgaming 15 дней назад
i got a error saying after getting the pacage: "Asembly with name ......"(the name of the package) alreadyy exists, for those of you who also got this, just open file explorer and open the project file and delete all the projects except Assets, Project Settings, user Settings, and the .sln
@midniteoilsoftware
@midniteoilsoftware Год назад
Anyone know if Netcode for GameObjects supports cross-platform communication (e.g. iOS & Windows)? I have a game using Lobby, Relay and Netcode for GameObjects and it works great if all the players are on the same platform (either iOS or Windows). But if players are on different platforms I'm not seeing OnClientConnectedCallback and RPCs don't seem to work across the platforms. I have confirmed that clients on all the platforms are connecting to the same IP and Port and that the transport protocol version is the same. Lobby seems to work fine so players can see Lobbies from other platforms and join them.
@abdulkadiraktas5529
@abdulkadiraktas5529 Год назад
on 1:20:52 I get "NetworkObjectPool does not contain a definition for 'InitializePool' "
@richardgomes7d
@richardgomes7d Год назад
I had the same issue. Actually I made an almost 200-line comment explaining how to get around that. But it seems that my comment got filtered out by the spam filter. Let's see if it makes through.
@richardgomes7d
@richardgomes7d Год назад
For that particular line that you mentioned I did this instead: NetworkObjectPool.Singleton.RegisterPrefabInternal(prefab, 30);
@abdulkadiraktas5529
@abdulkadiraktas5529 Год назад
@@richardgomes7d thank you, it works. i want to ask one more question how did you find the right code
@richardgomes7d
@richardgomes7d Год назад
@@abdulkadiraktas5529 On the link samyam provided, it took me to the GitHub page and there, not only you can see the latest code, but also the changes made to the file through the weeks.
@richardgomes7d
@richardgomes7d Год назад
Samyam added it to the links in the description. It is titled Networked Object Pooling.
@sergim27
@sergim27 Год назад
How would you tackle changing the color of the snakes based on a separate scene where you can choose any color? I'm struggling to synchronize the color in all the clients....
@0darkwings0
@0darkwings0 Год назад
Hi, I am doing a mini version of Hearthstone as a university project, and I need to build the backend for the multiplayer with .Net Core, do you have any course on how to make a multiplayer with .Net Core? or any suggestions for good tutorials for that?
@chickencow1598
@chickencow1598 Год назад
on my screen and version the list of prefabs is called network prefab listS and i have to add a prefab list instead of a gameobject can someone please help me
@Failfer
@Failfer Год назад
Im having the same problem
@samyam
@samyam Год назад
You can make a Network Prefab List in your Assets by Right Clicking > Create >Netcode> Network Prefabs List I believe and put the prefabs you want in there, then you can put that list into your network manager
@chickencow1598
@chickencow1598 Год назад
@@samyam thanks
@Failfer
@Failfer Год назад
@@samyam thank you so much that's exactly what I was looking for
@MaxyDev
@MaxyDev Год назад
If there wasn't Unity sponsoring your vid, would you still recommend using Unity's services to make a multiplayer game in Unity?
@samyam
@samyam Год назад
Yes of course! It's a great networking library and their Unity Gaming Services platform makes hosting and scaling very easy! Disclaimer: I've only previously tried Photon back in the day. However, I found this library very easy to get started with and a lot of customization options.
@MaxyDev
@MaxyDev Год назад
​@@samyam Ok, I'm asking bc a couple weeks ago I was about to add a multiplayer mode to my Game and I was watching your video. As soon as I realised that you were sponsored by Unity I immediately searched for a different solution and ended up using Mirror. I think I was just expecting to get the best multiplayer solution for Unity from watching your video (Not saying that its your fault that I had these expectations). So its a bit like going into an apple store and asking if I should buy a windows pc or a mac book. You know what I mean?
@samyam
@samyam Год назад
You can use whichever solution you deem fit for your games, but you shouldn’t not use a solution just because someone made a sponsored video on it. You should do your own research and decide which one fits your use case or style better :)
@MaxyDev
@MaxyDev Год назад
@@samyam I‘m sure your solution would have been faster to implement. But, and please correct if I‘m wrong, in the end I would have to pay money with the Unity solution. The solution I ended up using isn‘t free either but its included in the steam fee that I already payed. In retrospect I maybe should have finished watching your video instead of running away immediately
@samyam
@samyam Год назад
Their Netcode for GameObjects library is free, if you want to host your multiplayer game on their Unity Gaming Services dedicated server then you’d have to pay for the server costs (they have a free tier to start). But you can also choose to integrate it with Steam’s Transport layer. Netcode is just a high level abstraction for networking and syncing logic, hosting is up to you. They let you customize it for your uses as you need.
@linac2435
@linac2435 Год назад
How is the movement done using the new input system? how does the input manager change when doing it multiplayer from doing it single player?
@Cred_official
@Cred_official 8 месяцев назад
1:46:24 will that rpc be called two times if player will hit another player head by head?
@ValemVR
@ValemVR Год назад
Amazing work Sam thank you so much for putting all of this together !
@samyam
@samyam Год назад
Thanks Valem! 😄
@Tenzordk
@Tenzordk Год назад
You show a shooter, but would you not use photon for a shooter?
@clearlyblotted
@clearlyblotted Год назад
When using the client authoritative solution and using the default position threshold (0.001), movements from either two players (host or client) sometimes cause the displayed position to be incorrect for the other one. usually this is very noticeable and is a large difference in position. Setting it to 0 fixes it but that doesn't seem efficient. Should I instead use server authoritative or is there a possible solution?
@TheKr0ckeR
@TheKr0ckeR Год назад
I still couldn't be able to understand IsOwner bool. So since both players have "PlayerController"; the host is ticked as owner and client is not. So our number 1 player update will work since he is an owner. But since number 2 player is not an owner, it's update wont execute right? So how it can still move then? Like you said networking is mindset and i could not be able to have this mindset on this example. Can you explain it to me once again please? :)
@stalolympus6178
@stalolympus6178 Год назад
After uncommenting the NetworkObject.Despawn() I get a InvalidOperationException: Trying to release an object that has already been released to the pool. error on the host. But if I don't do that the food doesn't disappear on the Client. Does anyone have a solution?
@Taki7o7
@Taki7o7 Год назад
Can you show how to detect host disconnection (losing internet for example) on both sides? I manages it to make clients detect when the host disconnected, but no idea how i would send the disconnected host himself into the mainmenu when he lost internet/connection
@wisdomkhan
@wisdomkhan Год назад
My goodness this all is so complex. how does someone learn to write this on their own as you, in the first place? 🤯🤯
@Khaled_khalil
@Khaled_khalil Год назад
Exactly what I needed, Thank you :D
@truongvantam4994
@truongvantam4994 4 месяца назад
don't you use the MovePlayerClient function?
@bdd740
@bdd740 Год назад
Love it thanks Samyam.
@optus231
@optus231 3 месяца назад
Hi, I am having issues when I try to play with a friend. I sent him the build but seems that there are issues due the IP as it is in localhost 7777. Do I need to open the ports? If this is not an option for me, how can I use an external server to run the game? Thank you in advance.
@samyam
@samyam 3 месяца назад
you can use Unity Relay P2P to test or set up a dedicated server How to Setup Dedicated Server Hosting and Matchmaking for Unity ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-FjOZrSPL_-Y.html
@wyntermc2126
@wyntermc2126 Год назад
Awesome tutorial, I'm applying this to a 3D game which uses complex rotation transforms and got an issue where rotation axes were not synchronizing correctly. If anyone else gets this issue, the fix is to update to Netcode for GameObjects 1.5.1 in unity 2023 which allows quaternion synchronization instead of euler synchronization.
@donaldfaulknor2149
@donaldfaulknor2149 Год назад
This seems like a lot, and it's very manageable on a low scale. But, I have to wonder how you'd manage this on a big game with many features. I would get lost trying to find the code to edit a feature, or implement a new feature with existing code on a big game.
@ひろしお-k2k
@ひろしお-k2k Год назад
You are seriously the best out there. Your explanations are easy to follow and straight to point. Thank you for all the tutorials you made so far. Also I wanted to ask a question. Whenever I install the cinemachine package in my project, it crashes the project every time I open it. Whenever I remove the package, everything works well. Any solution for this.
@samyam
@samyam Год назад
Thank you!! Hard to tell without seeing the console, what Unity version and Cinemachine version do you use? You can join our Discord and ask in the help chat 😁
@ひろしお-k2k
@ひろしお-k2k Год назад
@@samyam Sure I'll do that
@錘哥雜談
@錘哥雜談 Год назад
Thank you for bringing such excellent tutorials, which cover almost all aspects. It was a very enjoyable learning experience! Thank you very much!
@thepursuer7872
@thepursuer7872 Год назад
How can i use ngrok as a alternative? i cant open ports on my router for my friend join in my game (also i m building for android)
@durrium
@durrium Год назад
1:50:12 i dont get it how the second players OwnerClientId can be gotten from the "playerLength" script? Is the PlayerLength script a network behaviour? Im trying to get the collided players client it but not successfully :/
@durrium
@durrium Год назад
Also, can we ALWAYS get the collided pplayers ClientOwnerId this way? but taking from a networkbehaviour class?
@056vasanthanr
@056vasanthanr 4 месяца назад
@samyam Food Networked Object has not been hide after the player has been reached
@mracipayam
@mracipayam Год назад
Omg, if you dont make a new video, this is the best netcode tutorial!
@luHerreraMusic
@luHerreraMusic Год назад
Amazing! I was thinking in make a videogame for my university project and I found this video so helpful :)
@kestama2
@kestama2 11 месяцев назад
So fell in love with your magic voice))
@umutcanakyol7457
@umutcanakyol7457 2 месяца назад
Hı,Can i use that for multiplayer card game?
@AwadBawazir
@AwadBawazir Год назад
thank you very much i want say how many hour for undrestand necode gameobject (Rpcs , networkVarible , ...) with this example Becouse i am trying to undrestande (API unity mutiplayer) but i cant give me tips
@fardoushhassan2567
@fardoushhassan2567 Год назад
Thanks a lot. Best explanation I've heard on youtube
@-Engineering01-
@-Engineering01- Год назад
Nearly of all games are using server,client technique where there is one server and multiple clients. We need this, but there's literally zero video about this on RU-vid.
@graffyeditzz7619
@graffyeditzz7619 3 месяца назад
My tail prefab didn't follow tha head prefab 😢 instead it moving opposite of thr player
10 месяцев назад
11:36:15 Is it possible to use ReactiveUI or equivalent framework to bind data to UI? So manually updating UI doesn't seem to me good
10 месяцев назад
Of course it's good and work fine but increases the complexity
@samyam
@samyam 9 месяцев назад
Not familiar with ReactiveUI
@Ferenc-Racz
@Ferenc-Racz Год назад
This girl is PRO.. Thank you for your knowledge sharing! :)
@STORM-qw2gq
@STORM-qw2gq Год назад
How to spawn object at the position i want when I start host it spawns in center How to fix it?
@swolyjr
@swolyjr 7 месяцев назад
Can i not run this on VS for my scripts ?
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