Love how the essentials are just, explained. Like why is every tutorial so spaced out and under-explained ? "just type this and this very specific function will work" this is a gem!!
These are the best multiplayer tutorials, period. Thank you again. Just a little clarification on the [SyncVar] example, in case someone was confused like me. As the holaCount property is initialized in the player instances, there will be one holaCount property for each client, althought they have the same variable name. So if client 1, sends 10 holas, its holaCount will update and be sent to client 2, but client 2 will still have 0 holas. If you add this to the OnHolaCountChanged() you will know of which client is the shown holaCount: Debug.Log($"Player with NetID {netId} had sent {oldCount} holas, but now he has sent {newCount} holas.");
3 days trying to figure out how to send Commands without authority... wish I'd of gone through this series a bit earlier. Great tutorials a lot of information and looking forward to more. The information here is the most relevant I've seen on the subject and very informative
every other tutorial ive seen up till now has been just showing me what to do, but i dont care about all that, i wanna understand how everything works, how to use mirror on my own, this and the last are the first acctually useful tutorials, thank you, you helped me sooo much dude u have no idea
I don't write comments often but this one deserved it. Easily the most useful tutorial I've seen on Mirror, even compared to their own documentation! Quickly, cleanly and without confusion you explained all the things I needed to feel confident about what I'm working with. Earned a sub! :)
Real in-depth guide on Mirror. I was thinking about adding network support to one of my games but couldn't get to grips with it. After watching this video Im gonna give it another go and if it works I might even add network support to my current Game project. Thanks. 👍 Subbed
Thanks so much, i was so lost in the mirror implementation, im a huge fan of your content, if i wasnt broke as and with a child i woul pay you for this. im sick of good tutorials giving limited information and asking for payment, im looking foward to make some money with my game, and i promise you will be in the credits for that :D
Amazing! Best networking course! I have started writing unity for a month, and 2weeks with mirror. I have almost finished the single mode UI, but when I imported mirror, I MESSED UP so hard.... After watching this video, I start understanding the data Synchronization logic, THANKS!
Thank you so much! as a web developer i was searching for something like this for a while... i have to say: this is the best unity multiplayer tutorial that i ever seen. Subscribed!
Man you are awesome! I am creating a multiplayer game and was just doing stuff without knowing how exactly it works. But now I am working like a boss 😂. I have subscribed + turned on bell notification for not missing any video you upload. Hopefully I can complete what I have started 😀
this is the best of all the tutorials on mirror i could find! by far. i think i can do with what you taught us, but i would be watching and linking additional entries to the series :) for example, id like some common mechanics implemented, like players shooting at npcs and each other. basicly principles on where and how to use commands and rpc!
I wish I could like this more than once! All of these tutorials are top notch! I'm now subscribed for anything you feel up to releasing in the future. Thank you for putting the time in on this!
That's hands down the best Unity Mirror tutorial series out there. Hope you'll get more attention in the future so that you stay motivated to provide more of these brilliant videos for us.
Love the tutorials! Super helpful and educational. I am trying to build my first multiplayer game and these videos are a lifesaver. Cant wait for the next one! :)
The tutorials that you make are the only tutorials on youtube that teach just the basics of Mirror in a really simple and understandable way Great Job If possible could you make a tutorial on making rooms and matchmaking?
Learning a lot about Mirror from these. My only wish is that the example you give for the various tagged methods, they happen across multiple clients and not just one client and server. For example, regarding the TargetRPC tag, I want to see the behaviour of a different client when pressing the X key.
One of the best, simplest, and easiest to understand Mirror networking tutorial out there. Having said that, I am having difficulty with Instantiation. Could you do a video on instantiating object and they’re specific Authority / updating all clients?
A tutorial I can actually understand. I only see one more video, I really hope you didn't stop this prematurely cause it's much easier to follow than Tom Weiland's one and goes further than Dapper Dino's one.
Love your videos and how you explain the details and the implementation of the code. When you get a chance could you make a short video on how to create a custom GUI for the multiplayer. That would give me, and maybe others, the next step in completing a game. Thanks for your time and expert advise on getting things up and running.
This video is very informative and well- explained, very helpful! Will you be making more tutorials on Mirror in the future still? I noticed it has been a while since you posted any.
Best tutorial on Mirror+Unity, great job! One generalized question: how would you tackle writing both a single-player AND multi-player game. E.g. some RPG like game with co-op element. Would one write EACH script again for single-player mode, or would one "fake" a single-player experience, by just silently setting up a (localhost) client-server / host connection when the player starts a single-player game?
Having trouble as the docs don't seem to specify the answer to this. The tutorial looks a tad out of date. This callback no longer seems to exist public override void OnClientConnect(NetworkConnection conn) it looks like it throws an error for not existing. I looked at the docs and there looks like a virtual method, but it doesn't seem to behave the same way. Any ideas how to move forward?
That wont work because its NetworkClient.connection is a static class. OnClientConnect doesnt take any parameters. I was able to get this to work by doing the following. public override void OnClientConnect() { base.OnClientConnect(); Debug.Log("Connected to Server!"); } public override void OnClientDisconnect() { base.OnClientDisconnect(); Debug.Log("Disconnected from Server!"); }
29:31 The holaCount value doesn't stack together in the server when you press X on different clients. When I press X in 1st client, it starts adding 1 until I reach 10 for example, but when I press X in 2nd client then holaCount value starts from 1 or goes back to 1, the holaCount should be 11 to all clients by that time. Isn't SyncVar supposed to update the variable's value to all clients and the clients can add by 1 each time they press X and continue to keep stacking in the server? Idk why this happens and it's not making any sense
having the same issue here, did you find the explanation? EDIT: I get it now, the sync var is shared and sync'ed among the instances of the same object across server and clients, but two objects, like the two players, will each have its own, it's not like a static class variable. So what we see is holaCount for player 1 and holaCount for player 2.
@@danielemessina1979 I forgot to edit this comment, I moved to MLAPI networking. And before that, I just thought it had the same system as Roblox Networking where u sync 1 variable and it would automatically sync to all. In MLAPI, I solved this by doing an "if this is server then variable is incremented" condition after you send the signal from client to server. MLAPI is not much different from Mirror so give it a try.
Shrine thanks a lot for the tutorials. Your videos are easy to understand yet, not super beginner and I can easily follow along also you are very easy to understand when it comes to speach, I truly apreciate that. Also the discord link has expired. Please post a new discord link somewhere so we could join. Thanks a lot.
Thank you very much. This helps me a lot. Can you show maybe how to delegate a NetworkConnection through a ServerSceneChange to spawn (multiple?) charakter-objects at runtime
Custom HUD/UI - yes. NetworkRoomManager - might explain it, prob won’t use it as I’ll reimplement a better version as we continue to build a fall guys style game
You basically started the best networking course for unity
keep it up
i couldnt agree more
Love how the essentials are just, explained. Like why is every tutorial so spaced out and under-explained ? "just type this and this very specific function will work" this is a gem!!
These are the best multiplayer tutorials, period. Thank you again.
Just a little clarification on the [SyncVar] example, in case someone was confused like me. As the holaCount property is initialized in the player instances, there will be one holaCount property for each client, althought they have the same variable name. So if client 1, sends 10 holas, its holaCount will update and be sent to client 2, but client 2 will still have 0 holas.
If you add this to the OnHolaCountChanged() you will know of which client is the shown holaCount:
Debug.Log($"Player with NetID {netId} had sent {oldCount} holas, but now he has sent {newCount} holas.");
Thank you ! I was wondering why I wasn't getting the same amount on each...
I've been trying to wrap my head around this stuff for weeks and it turns out all I needed was this one 30 minute video. Thank you.
Liked, Subbed, Belled all the hola's. You got a great talent for explaining things. Please continue making great content like this!
3 days trying to figure out how to send Commands without authority... wish I'd of gone through this series a bit earlier. Great tutorials a lot of information and looking forward to more. The information here is the most relevant I've seen on the subject and very informative
These Tutorials are incredible. I love how well structured and organized they are with the labeled sections. Keep it up!
Simple Incredible and definitely way to underrated! I've subbed from the bottom of my heart. You have made my day!
Who the hell are those disliking these videos? Something is surely wrong with them.
These videos are so well made and concise.
every other tutorial ive seen up till now has been just showing me what to do, but i dont care about all that, i wanna understand how everything works, how to use mirror on my own, this and the last are the first acctually useful tutorials, thank you, you helped me sooo much dude u have no idea
I'll definitely watch this tutorial again when I'll try things around!
Thanks man! :)
These tutorials are the best multiplayer not only tutorials but even just explanations I've EVER SEEN. You're amazing.
I don't write comments often but this one deserved it.
Easily the most useful tutorial I've seen on Mirror, even compared to their own documentation! Quickly, cleanly and without confusion you explained all the things I needed to feel confident about what I'm working with. Earned a sub! :)
Learned so much from your tutorial as someone who has zero knowledge on how multiplayer works! Thank you ! Very clear content
i spend the whole weekend trying to make commands work. Now it works.
Real in-depth guide on Mirror. I was thinking about adding network support to one of my games but couldn't get to grips with it. After watching this video Im gonna give it another go and if it works I might even add network support to my current Game project. Thanks. 👍 Subbed
Thanks so much, i was so lost in the mirror implementation, im a huge fan of your content, if i wasnt broke as and with a child i woul pay you for this. im sick of good tutorials giving limited information and asking for payment, im looking foward to make some money with my game, and i promise you will be in the credits for that :D
no worries man I hope you build something great!
Amazing! Best networking course!
I have started writing unity for a month, and 2weeks with mirror.
I have almost finished the single mode UI, but when I imported mirror,
I MESSED UP so hard....
After watching this video, I start understanding the data Synchronization logic,
THANKS!
Great video, keep on the awesome work!
Thank you so much! as a web developer i was searching for something like this for a while... i have to say: this is the best unity multiplayer tutorial that i ever seen. Subscribed!
Thank you so much for this amazing tutorial! I was stuck because I didn't know how to use properly mirror but this tutorial helped me SO much.
Liked and subscribed, it's amazing how you describe everything clearly and quickly. The visuals really help too, keep it up!
Amazing for someone with dev experience who wants a kickstart into multiplayer dev in Unity, please continue, I love the videos.
Man you are awesome! I am creating a multiplayer game and was just doing stuff without knowing how exactly it works. But now I am working like a boss 😂.
I have subscribed + turned on bell notification for not missing any video you upload. Hopefully I can complete what I have started 😀
Your explanations couldn't be more clear. Thank you so much for you work.
this is the best of all the tutorials on mirror i could find! by far. i think i can do with what you taught us, but i would be watching and linking additional entries to the series :) for example, id like some common mechanics implemented, like players shooting at npcs and each other. basicly principles on where and how to use commands and rpc!
WHO WOULD DISLIKE THIS SERIES IS GOING TO BE AWESOMEE
This is a brilliant series! Very well structured and explained! Great work.
great tutorial, I've already enabled the notifications, thanks a lot
You are amazing, really blew my mind how a 30 min video could teach me so much
This video... is amazing. Feels like I'm getting a proper lecture that I would pay for. Subscribed for sure! : )
Keep this up man, it's really incredible!
Really well made. Subbed! Keep it up!
I wish I could like this more than once! All of these tutorials are top notch! I'm now subscribed for anything you feel up to releasing in the future. Thank you for putting the time in on this!
Thank you, the best mirror networking tutorial !
I love this serie. Thank you, this helps me A LOT.
Wow. All I can say. This is a fantastic tutorial, could be the best one out there!
great stuff. Can't wait for serialization, it seems very useful
Thank you so much! This is amazing, and exactly what I needed. A sub for you!
I cant describe how amazing this is. Thank you Thank you Thank you!
I love how you give time for part its a time saver
That's hands down the best Unity Mirror tutorial series out there. Hope you'll get more attention in the future so that you stay motivated to provide more of these brilliant videos for us.
Super great video, looking forward to more
Thanks, great tutorial! This helped me past a bit of a networking brick wall in something I was working on
I love these multiplayer videos. Keep up with the good work
Love the tutorials! Super helpful and educational. I am trying to build my first multiplayer game and these videos are a lifesaver. Cant wait for the next one! :)
The tutorials that you make are the only tutorials on youtube that teach just the basics of Mirror in a really simple and understandable way
Great Job
If possible could you make a tutorial on making rooms and matchmaking?
Really good series and very useful. You’ve got potential man and I can see you becoming a big game dev youtuber one day
FANTASTIC tutorial in every regard! Thank you so much for creating such a top-notch tutorial! I’m looking forward to watching the rest in your series!
Learning a lot about Mirror from these. My only wish is that the example you give for the various tagged methods, they happen across multiple clients and not just one client and server.
For example, regarding the TargetRPC tag, I want to see the behaviour of a different client when pressing the X key.
This is very well made and you explain things clearly.
One of the best, simplest, and easiest to understand Mirror networking tutorial out there. Having said that, I am having difficulty with Instantiation. Could you do a video on instantiating object and they’re specific Authority / updating all clients?
You explain to me that I try to understand for a week, thanks!!!!!
impressive class! you made a such complex thing like this looks like so simple! thanks!
Great series bud, keep em coming!
the contents you produce are unique. why don't you keep producing videos. people need you.
Another excellent video. I’m looking forward to the next one.
awww yeah, give me that multiplayer juice!
Great content! Love your examples and explanations
This is such a great video!
Amazing tutorials! Greetings from Argentina 🇦🇷
Very good explanation, great youtube channel !! I can't wait to see the next videos !!
The only mistake i could find in this video is that at 24:42 there is a ' ] ' missing after ClientRPC other than that the video is perfect.
I need more of this, it's so good
you are just... GREAT!
Thanks!
Admit it its the most explained networking tutorial..
A tutorial I can actually understand. I only see one more video, I really hope you didn't stop this prematurely cause it's much easier to follow than Tom Weiland's one and goes further than Dapper Dino's one.
just love this channel.
im an absolute beginner but u rly gived me a lot of informations :DDD
25:13 You Forgot A Close Bracket "]" After ClientRpc. BTW I LOVE THESE VIDEOS. VERY DETAILED. Subscribed
thank was very helpful.
keep continue
Nice video, helped a lot :D
please continue this series!
thx dude yu rly helped me a lot :)))
ur a life saver man thx
Awesome tutorial
Love your videos and how you explain the details and the implementation of the code. When you get a chance could you make a short video on how to create a custom GUI for the multiplayer. That would give me, and maybe others, the next step in completing a game. Thanks for your time and expert advise on getting things up and running.
I want to say thank you Senpai
Nice tutorial!
Wow that's awesome
You are amazing!!
amazing work
Dude!! Thank you!!!
This video is very informative and well- explained, very helpful! Will you be making more tutorials on Mirror in the future still? I noticed it has been a while since you posted any.
Best tutorial on Mirror+Unity, great job! One generalized question: how would you tackle writing both a single-player AND multi-player game. E.g. some RPG like game with co-op element. Would one write EACH script again for single-player mode, or would one "fake" a single-player experience, by just silently setting up a (localhost) client-server / host connection when the player starts a single-player game?
Having trouble as the docs don't seem to specify the answer to this. The tutorial looks a tad out of date. This callback no longer seems to exist
public override void OnClientConnect(NetworkConnection conn)
it looks like it throws an error for not existing. I looked at the docs and there looks like a virtual method, but it doesn't seem to behave the same way. Any ideas how to move forward?
hey, i got the same issue, have you found any solutions mate ?
That wont work because its NetworkClient.connection is a static class.
OnClientConnect doesnt take any parameters.
I was able to get this to work by doing the following.
public override void OnClientConnect()
{
base.OnClientConnect();
Debug.Log("Connected to Server!");
}
public override void OnClientDisconnect()
{
base.OnClientDisconnect();
Debug.Log("Disconnected from Server!");
}
@@oriongames1211 You save my day mate.
thx man realy helped
Awesome! =)
Hi love your work
It is very useful
29:31 The holaCount value doesn't stack together in the server when you press X on different clients. When I press X in 1st client, it starts adding 1 until I reach 10 for example, but when I press X in 2nd client then holaCount value starts from 1 or goes back to 1, the holaCount should be 11 to all clients by that time. Isn't SyncVar supposed to update the variable's value to all clients and the clients can add by 1 each time they press X and continue to keep stacking in the server? Idk why this happens and it's not making any sense
having the same issue here, did you find the explanation? EDIT: I get it now, the sync var is shared and sync'ed among the instances of the same object across server and clients, but two objects, like the two players, will each have its own, it's not like a static class variable. So what we see is holaCount for player 1 and holaCount for player 2.
@@danielemessina1979 I forgot to edit this comment, I moved to MLAPI networking. And before that, I just thought it had the same system as Roblox Networking where u sync 1 variable and it would automatically sync to all. In MLAPI, I solved this by doing an "if this is server then variable is incremented" condition after you send the signal from client to server. MLAPI is not much different from Mirror so give it a try.
Shrine thanks a lot for the tutorials. Your videos are easy to understand yet, not super beginner and I can easily follow along also you are very easy to understand when it comes to speach, I truly apreciate that. Also the discord link has expired. Please post a new discord link somewhere so we could join. Thanks a lot.
sick
Thank you very much. This helps me a lot.
Can you show maybe how to delegate a NetworkConnection through a ServerSceneChange to spawn (multiple?) charakter-objects at runtime
Based
Thank you
👏👏👏👏
Have you released the lower level tutorial just yet? Cheers!
Will you be covering using the NetworkRoomManager and a custom hud/ui?
Custom HUD/UI - yes. NetworkRoomManager - might explain it, prob won’t use it as I’ll reimplement a better version as we continue to build a fall guys style game
Ok So I understood what u said but I m confused that which rpc to use to show projectiles and flash to other clients