If this was helpful a like for the algorithm is much appreciated! If you have any issues, feel free to put them in the comments. I will do my best to help you out! Also, join the discord here: discord.gg/HRfzz58NYk
This is a great tutorial as always, however, if you could provide the startup project where people can follow you from where you start it would be soooooo much better, or start the project from the beginning, from where you create the Unity project this will be a lot easier and more clear.
Hey Bobbi, I love your videos, bust like most 'tutorial' videos on this subject (being FishNet) you're giving a too "specific' example rather than explaining the process and flow of how the concepts can work I've seen all your videos on FishNet But every one of them either tackles the theory or gives, like I said, an example that's too specific a game is not made of a scene with a shooting mechanic or loading between global scenes A game is made of a bootstrap, loading scenes, moving to specific scenes, moving to stacked scenes or shared scenes, spawning a controllable player character and moving that object between the scenes That encapsulates a whole loop, and given your videos currently, I can't achieve that loop I wish you made an episode tackling these concepts rather than working on a 'shooter' for the third time where I can't actually complete a working game. This is a critique rather than a complaint, as, like I said, I've watched every FishNet video you made, which is why I was able to find this "issue" I've got Hope you can address the 'system loop' in a future video
Awesome comment. Never mind critique! So first of all, quite a lot of my videos do tackle specific concepts, but always do it in the shape of an example. That is the idea at least, and I believe it is a perspective thing. I have (in my opinion) a decent video on Scene management, just as an example. I have specific videos on Synchronizing, RPC's, etc. And then more of my newer videos goes into showing them in real use-cases which I believe is a good stand for most people to learn from 🙂
@@BobsiTutorial I love your SceneManagement video, it is really clear and in depth! However it doesn't tackle and real world use, just like this video. Like I said, you'll never start and end a game with only one scene, which is why SceneManagement is such an issue in FishNet since no one is actually able to explain a full gameplay loop. Still love your videos, do keep in mind I have watched them all
@@AnotherGameDev2411 No worries man. I don't take harshly but only constructively to criticism 🙂 I am unsure what you mean with that it doesn't encorporate the full gameplay loop. What do you feel like you are missing in your toolbox of functionality? 🙂
@@BobsiTutorial In your (great) videos, you do go into Loading and Unloading scenes, but you're working with Global Scenes only. Which won't happen in most cases since Connection scenes are much more common. You want your players to move between scenes and not completely remove a scene for future connections (lets say a lobby shared scene and a 'game' stacked scene ) So - how do you load the first scene how do you keep it alive? how do you then load the players in a stacked scene and spawn the controllable player game object? how do you go baack to the loby once the game is done? what about Cameras anmd Event Systems? These are thigns most devs will come across when working with FishNet and have issue solving...I speak from expericene
@@AnotherGameDev2411 Well, from a point of experience, you won't necessarily need more than global scenes, unless you have a game depending on unique client-sided scene changes. I have 2 games right now that I am working on pushing to production/Steam, and I am purely utilizing global scenes as they are much easier to handle and navigate. Just because you use networking, you don't have to stop using local scene loading. So my main menu, bootstrap scene, etc. are all loaded locally (no networking involved) and gameplay-relevant scenes are loaded as global scenes after the connection in the lobby is established. Just how I show it in my scene management tutorial as well. I am unsure why you need more in your case, unless of course you'd need a more unique approach, in which case it is difficult for me to cater to everyone's needs 🙂
Will it still if for instead of me making 3 different scripts (PlayerPistol, PlayerRifle, PlayerShotgun) I just make one script and use a serialize field to determine the text of the debug.log message? (and make different texts)
FishNet is made by a guy who used to work with Mirror. FishNet (to me) is really just a Mirror v2. Looking at the source code of mirror, it even looks like they are starting to "borrow" code from FishNet for prediction now. I really just think FishNet is the best option in that category out there at the moment.
I can't really follow this one since don't have a background made, or gun assets. Also requires a lot of previous set up videos. I wish it was completely from scratch with an empty project
oh sorry maybe I missed something. okay I'll try searching online for free assets. and try to go through your video to make the environment.@@BobsiTutorial
If this was helpful a like for the algorithm is much appreciated!
If you have any issues, feel free to put them in the comments. I will do my best to help you out!
Also, join the discord here: discord.gg/HRfzz58NYk
can you giv me the scripts to this vid
@@lucksthedev should all be shown in the video
i am gonna start your videos after midterms bro, thank you for videos they looks enjoyable, i am excited for this
Hope you enjoy!
Pllzz never quit TH-cam ❤❤❤
Not looking at going anywhere :)
This is a great tutorial as always, however, if you could provide the startup project where people can follow you from where you start it would be soooooo much better, or start the project from the beginning, from where you create the Unity project this will be a lot easier and more clear.
Well as I mention and link to, I have videos on the startup projects 🙂
Where is the link@@BobsiTutorial
@@WahajPlayz20 You can find the video on my channel, and when I mention it in the video it shows up as a card in the top right of the screen.
you mean the unity multiplayer setup for game developers @@BobsiTutorial
@@WahajPlayz20 Go have a look at the FishNet playlist and start that from the beginning if you are new to multiplayer 🙂
that gun mesh collider gon explode my laptop ngl
Haha
Hey Bobbi, I love your videos, bust like most 'tutorial' videos on this subject (being FishNet) you're giving a too "specific' example rather than explaining the process and flow of how the concepts can work
I've seen all your videos on FishNet
But every one of them either tackles the theory or gives, like I said, an example that's too specific
a game is not made of a scene with a shooting mechanic
or loading between global scenes
A game is made of a bootstrap, loading scenes, moving to specific scenes, moving to stacked scenes or shared scenes, spawning a controllable player character and moving that object between the scenes
That encapsulates a whole loop, and given your videos currently, I can't achieve that loop
I wish you made an episode tackling these concepts rather than working on a 'shooter' for the third time where I can't actually complete a working game.
This is a critique rather than a complaint, as, like I said, I've watched every FishNet video you made, which is why I was able to find this "issue" I've got
Hope you can address the 'system loop' in a future video
Awesome comment. Never mind critique!
So first of all, quite a lot of my videos do tackle specific concepts, but always do it in the shape of an example. That is the idea at least, and I believe it is a perspective thing. I have (in my opinion) a decent video on Scene management, just as an example.
I have specific videos on Synchronizing, RPC's, etc.
And then more of my newer videos goes into showing them in real use-cases which I believe is a good stand for most people to learn from 🙂
@@BobsiTutorial I love your SceneManagement video, it is really clear and in depth!
However it doesn't tackle and real world use, just like this video. Like I said, you'll never start and end a game with only one scene, which is why SceneManagement is such an issue in FishNet since no one is actually able to explain a full gameplay loop.
Still love your videos, do keep in mind I have watched them all
@@AnotherGameDev2411 No worries man. I don't take harshly but only constructively to criticism 🙂
I am unsure what you mean with that it doesn't encorporate the full gameplay loop. What do you feel like you are missing in your toolbox of functionality? 🙂
@@BobsiTutorial In your (great) videos, you do go into Loading and Unloading scenes, but you're working with Global Scenes only.
Which won't happen in most cases since Connection scenes are much more common.
You want your players to move between scenes and not completely remove a scene for future connections (lets say a lobby shared scene and a 'game' stacked scene )
So - how do you load the first scene
how do you keep it alive?
how do you then load the players in a stacked scene and spawn the controllable player game object? how do you go baack to the loby once the game is done?
what about Cameras anmd Event Systems?
These are thigns most devs will come across when working with FishNet and have issue solving...I speak from expericene
@@AnotherGameDev2411 Well, from a point of experience, you won't necessarily need more than global scenes, unless you have a game depending on unique client-sided scene changes.
I have 2 games right now that I am working on pushing to production/Steam, and I am purely utilizing global scenes as they are much easier to handle and navigate.
Just because you use networking, you don't have to stop using local scene loading. So my main menu, bootstrap scene, etc. are all loaded locally (no networking involved) and gameplay-relevant scenes are loaded as global scenes after the connection in the lobby is established. Just how I show it in my scene management tutorial as well.
I am unsure why you need more in your case, unless of course you'd need a more unique approach, in which case it is difficult for me to cater to everyone's needs 🙂
Hi, which version of Unity are you using for this tutorial?
I change all the time. I think this is 2022.3.6f1
thanks@@BobsiTutorial
Is there no code-writing process in the `playerController.cs` file?
What'd you mean?
@BobsiTutorial I cannot see the complete code of the "playerController.cs"
@@chowwill9828 The video should be showing everything necessary
Will it still if for instead of me making 3 different scripts (PlayerPistol, PlayerRifle, PlayerShotgun) I just make one script and use a serialize field to determine the text of the debug.log message? (and make different texts)
will it still what?
@@BobsiTutorial still work (also i tested it i think it works)
Where do you get the guns and player from? I know you got them from other videos but can you send the links to me?
Just on the asset store 🙂 You can search for free 3d assets on there and the should show
@@BobsiTutorial thank you
@@NVADRIEN Happy to help out 🙂
10/10 :))
Thank you kind sir! 😀
mirror and fishnet are similar, why don't you use mirror?
FishNet is made by a guy who used to work with Mirror. FishNet (to me) is really just a Mirror v2. Looking at the source code of mirror, it even looks like they are starting to "borrow" code from FishNet for prediction now.
I really just think FishNet is the best option in that category out there at the moment.
👍
👍
👍@@BobsiTutorial
we need starter file for this
how come? 🙂
omg bobsi ca you make it multiplay ?
huh?
its the whole playlist of making a multiplayer fps watch the vid in his description
can someone give me the scripts please
It should all be shown in the video
WHERE DA ALTERUNA
Haha, might see some more in the future, but they are doing quite well I believe! 😀
@@BobsiTutorial np, i just think alteruna is ore easier and less work. It would make a very good video
Are you danish?
Yep
I can't really follow this one since don't have a background made, or gun assets.
Also requires a lot of previous set up videos. I wish it was completely from scratch with an empty project
Well. As mentioned the assets are free and the setup is from just a single other video. I am not entirely sure what you are missing 😅
oh sorry maybe I missed something. okay I'll try searching online for free assets. and try to go through your video to make the environment.@@BobsiTutorial
idk if you are 10 or just dense, but you could litterally have a bean shooting with an square, you dont need any assets wtf
@@BobsiTutorial which video are the assets set up in? I don't see it. Thanks!
@@richardwilliamson9433 Didn't make a video on setting them up, as it's really just basic Unity stuff, doesn't need a tutorial 🙂
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