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Скачать или смотреть How to sync events unity multiplayer tutorial

  • CodeWrite
  • 2025-05-31
  • 6
How to sync events unity multiplayer tutorial
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okay, let's dive into syncing events in unity multiplayer, creating a system that allows players to trigger and react to events across the network. this is a common and crucial aspect of multiplayer game development. we'll cover the concepts, different approaches, and provide code examples to illustrate the techniques.

*i. understanding the problem: event synchronization in multiplayer*

in a single-player game, you can simply raise an event, and all relevant scripts can react to it instantly. in a multiplayer game, things are more complex:

*different instances, different states:* each player's machine runs its own instance of the game. if an event happens on one machine (e.g., a player picking up an item), that event needs to be communicated to other machines to keep the game state consistent.
*authority:* you need to decide which player/machine has the authority to trigger a particular event. usually, the server has authority over critical game logic, while clients might have authority over actions they directly initiate (with server validation).
*latency:* network lag means there will be a delay between when an event occurs on one machine and when other machines receive the information. this latency can cause visual glitches or desynchronization if not handled carefully.

*ii. key concepts and approaches*

1. *networking layer:* the core of your multiplayer system. unity has several options:
*unity's built-in networking (unet):* (legacy) deprecated in newer unity versions but conceptually useful for understanding.
*mirror:* a popular open-source networking solution for unity. it's community-driven, actively maintained, and provides a powerful and flexible framework. we'll use mirror in our examples.
*netcode for gameobjects (ngo):* unity's new networking framework.
*photon unity networking (pun):* a commercial networking service.

2. *networked components:* these are unity components t ...

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