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I actually wanted to add this as a comment, but since I need reputation to comment... A long time ago, back in Unity 4, I tried using the Network Emulation and got this feeling that my prototype was handling lag and packet losses very nicely. Then I discovered that there are unclear circumstances in which the Network Emulation adds to nothing - in fact, ...


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The Unity editor had built in network emulation which introduces latency and packet loss and slower download/upload speeds: http://docs.unity3d.com/Manual/NetworkEmulation.html


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As many people have been saying, the solution would be to use UDP broadcast, but there's a lot of implementation details involved. I recently ran into the same problem, and after working out a solution I've made a blog post, and a sample project in the form of a LAN chat server/client. I'll be summarising those here, but you should check them out for more ...


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No, you don't need to port forward the client. If the server runs on a home computer (behind a NAT) then yes, you need to port-forward the server or check out how udp-hole-punching works but if the server runs on a real server (a server you rent with a public ip-address) then it should work out of the box. Note though, the client, which is probably behind a ...


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This is a community-wiki answer. When you can think of other advantages and disadvantages, feel free to edit. Advantages: Makes it a bit harder (but not impossible!) to reverse-engineer your protocol with a packet analyzer Protects your users privacy. This is especially relevant when you have passwords transfered over the same channel. Protects your ...


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The point of interpolation is to take the last received position from the server and predict where the object should be now based on how long ago the last packet was received. This is called "linear interpolation" as we assume that the object moves at a constant, fixed velocity based on the motion vector last received from the server. There are problems ...


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I would do a copy of something like the ELO system with steam or trophies with Clash of Clans, personally I would make an algorithm where depending on your score to the enmies' score each goal, win, body check, or whatever that involves skill would gain you a certain amount of score, as well as getting scored on, losing, getting body checked, etc. makes you ...



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