Hello again. As time went on I found myself having less and less time to continue my research on networking articles (not tutorials!) - in fact I should fix the first three to start with. I might do that in the future as they appear to be valuable resources for many people and so they should be as bug free as possible. For now, to compensate for the flawed articles, here is the Unity3D Project that I made during the research. It's called "Collect in Space" and is meant to be a sort of competitive score-collecting game - in space. The sources for the networking are not 100% bug free.
Good day, fellow network hunter! Today I want to talk about Unitys Network.Instantiate and Network.Destroy methods because I feel like digging a bit more into it.
Welcome back to the next (and for now last) Unity 3D Networking article! If you were reading the last two articles and have used the presented code, or parts of it, for your own project, you will have noticed that player movement is far from being smooth. In fact it's completely lagged and in the real world (of gaming) this is unacceptable.
Welcome back, people! Today we're going to write the Netman, that's the class which is handling connection management and is timing the packets being sent, which is crucial for any network setup apart from very basic testing environments. You'll see what I mean when we get there.
At first, however, let us recap what we have done in the last article, just to make sure we have everything straight.
The last couple of weeks (relative to the time of writing this) I was scanning the internet for some useful and compact resources about making authoritative servers with the Unity 3D networking API. I was positive about it as there is more than enough and really awesome bundled documentation for all facettes of Unity. Not for networking though. I went to fix this a little bit.