![]() This introductory page contains a brief description of each of the items listed above. However, you might still want an invisible empty GameObject to represent the player, and attach scripts to it which relate to what the player is able to do. There are variations on this list for example, in a multiplayer chess game, or a real-time strategy (RTS) game, you don’t need a visible GameObject to represent the player. More info See in Glossary which are multiplayer-aware A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary and GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. Networked Player Prefabs (for players to control) In terms of what you require in your project, these are:Ī user interface (for players to find and join games) This page contains an overview of the most basic and common things you need when setting up a multiplayer project. For more information and next steps see the information on the Unity Netcode for GameObjects website. More info See in Glossary Solution (Netcode for GameObjects) is under development. Important: UNet is a deprecated solution, and a new Multiplayer and Networking The Unity system that enables multiplayer gaming across a computer network.
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