Christian Arellano's Blog
Started out making simple games as experiments, still doing that to this day. Worked for a small game development studio, taught some game development classes. Currently doing game development via contract work and selling assets, primarily a match-3 starter kit for Unity. Trying to learn more about networked multiplayer game development.
If you're interested, you can grab the source code for a networked multiplayer demo for Unity that I worked on, and I'll let you know when I release some more. Thank you!
Let's look into how we can implement input buffering for a multiplayer Unity game, which gives us more control over how we utilize network bandwidth.
When developing an idle game, you will probably need to find a way to turn a large number like 1.234 x 10^7 into something easy to read like 12.34 million. How do you do it for millions, billions, and a trillion quadrillions?
With the new Unity UI, working with text labels on buttons can be tedious since you need to deal with two separate GameObjects. We can simplify this with a little code.
SyncVars update only 10 times a second by default, but your game updates much more frequently, at 50, 60, or more times a second. How do we deal with this? In this series, we will look into implementing Entity Interpolation using the Unity HLAPI.
In Part 2 of our series, we look into how we can implement client-side prediction and server reconciliation using the Unity Networking HLAPI.
In this article series, we will be building a small networked multiplayer demo using Unity 5's Networking High-Level API, or HLAPI.
Christian Arellano's Comments
[Blog - 11/04/2016 - 01:50]
[Blog - 11/03/2016 - 04:06]
You 're welcome Regarding the ...
You 're welcome Regarding the link, that is intentional. Gumroad hosts the project folder zip that is sent out via email. By using Gumroad, I 'm able to send out updates too like the bugfix for the issue that Arwin pointed out below .
[Blog - 10/28/2016 - 10:29]
Thanks for sharing this tip, ...
Thanks for sharing this tip, Gabriel The approach I 've described assumes a single Text child only. Your approach works well even for multiple and/or dynamically added/removed Text children.
[Blog - 03/29/2016 - 08:39]
Sorry for the late reply. ...
Sorry for the late reply. Gumroad takes care of sending out the project folder zip to your email automatically. The project folder is also updated over time so by using Gumroad I 'm able to push out updates.
[Blog - 10/09/2015 - 12:57]
Hello Eric, sorry for the ...
Hello Eric, sorry for the late reply And thank you for your kind words : r n r nRegarding passing inputs to Commands, it is for the same reason as not setting the initial state via a Command from the client that we discussed some time ago - we do ...
[Blog - 09/22/2015 - 01:23]