Darrel Cusey's Blog
I started programming in Machine Language on the 8501 processor when I was 9 years old, and more or less haven’t stopped since then. I’ve been a professional computer programmer for over 20 years. I am an advanced level programmer, a proficient game programmer, and game designer recruit.
Because I'm completely self-taught, you may find that some of my techniques are strange and unexpected - but I hope they are at least thought-provoking and interesting.
This article will help you implement a simple publisher/subscriber pattern in Unity 4.2. Additionally, we'll create the solution without using complex delegates, generics, events, or other types of more advanced techniques. Unity source code included.
This is the third article in my 3-part series demonstrating how Unity's built-in networking can be easily enhanced to allow for a peer-to-peer networking model. In this article, I demonstrate Server Migration - unity package included.
Unity is Client-Server in its networking design. A peer-to-peer system, though, can be developed on top of Unity's existing networking framework. In this article, I'll demonstrate how to do Server Discovery in Unity.
In this post, I make a simple peer-to-peer FPS Networking demo in Unity that uses only one NetworkView no matter how many players join your game. Includes a link to the Unity Package you can download and run yourself.
Darrel Cusey's Comments
[Blog - 09/03/2013 - 08:59]
[Blog - 08/29/2013 - 01:51]
Thanks for the comment, Rob. ...
Thanks for the comment, Rob. r n r nThe Observer Pattern helps more as your code base gets more complex. The more classes you have that need to be notified of each others ' changes in state, the more it helps. r n r nLet 's say you have 10 ...
[Blog - 08/28/2013 - 12:14]
[Blog - 03/07/2013 - 02:01]
Brian, r n r nI ...
Brian, r n r nI have not heard of that one, but I don 't usually use too many third-party solutions -- I 'm too much of a control freak :