New answers tagged networking
Depending on the requirements of your game, you'll only need to use RPC calls. That will require a NetworkView component (which you can set Observed to None, and State Synchronization to Off).
The essence of the "host advantage" is having a low ping (round trip time to the server). If you are the server, you'd have no ping time, but even being really close to the server would result in a small ping and still have a large "host advantage", so I'm just going to call it a "low ping advantage" instead. It really depends on the game and how the ...
Do not have a client talk to a database server. The client talks only to the frontend game server, and nothing else. That server then distributes client requests to the appropriate backend server. The frontend servers and (most) of all the other servers are distributed geographically. Not distributing the front-end server as in your diagram defeats almost ...
You can add the following attribute at the beginning of your script class: [RequireComponent (typeof (NetworkView))] This will ensure that whenever your script is added to a GameObject, a NetworkView component will also be added to that GameObject. Or you can just manually add the NetworkView component yourself. If you're only using it for RPC, you can ...
Yes you can : Table_Manager TM = your_game_object.GetComponent<Table_Manager>(); NetworkView nv = TM.GetComponent<NetworkView>(); nv.RPC("get_score",RPCMode.All,25);
I know this was asked about a year ago but let me see if i can shine a little light on the subject for anyone else trying to figure this one out. (Do not quote me on this) I believe the answer to your question is this. The "with friends" games, I believe, are actually web applications coded in html5 and js and then through a service is "downsized" and ...
Remember that Lidgren sends messages that are assigned 'MessageTypes'. One of those MessageTypes is a StatusChanged (Connecting, Connected, Disconnected, etc) Lidgren assigns each new connection with a unique remote identifier. If you couple that with packet encryption that is available via the Lidgren framework then that should be sufficient. Client ...
Ill just point you in the right direction. Probably should use photon networking and if you want to know the basics of that this is the video series for you. https://www.youtube.com/watch?v=AIgwZK151-A Spawning players is pretty straightforward in unity.
Random number generator: you actually want a pseudo-random number generator that will give the same result for each player at the same situation. There are several ways to implement it, for example you may make the player agree a seed over the network then generate the pseudo-random number from that seed. Or you hash somehow the current game state and use ...
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