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In a classic MVC world, the networking is split into a controller and a view component. Network input is a controller, because it processes commands which then result in changes to the model. The network output is a view, because it translates the model changes which are happening in your game into a network protocol. This is not much different from ...


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In multiplayer networked games, exchanging information among clients and server, dealing with synchronization, update every client at a proper rate, and all other stuff about game networking, they make up a game network protocol, thus the rules adopted by such game to deal with the so-called netcode. So, the right question to ask is: How do I set up a ...


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Welcome to the wonderful/horrible world of VRPN. While I have not integrated it with unity, I have integrated it with another game engine. VRPN is a network transparent protocol for transferring data from one device to another. The devices can be local, remote, etc. VRPN treats every input device as a server, and the VR environment (Eg unity) needs to ...



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