Unity Multiplayer SDK Tutorial

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  • เผยแพร่เมื่อ 18 ต.ค. 2024

ความคิดเห็น • 2

  • @caiosoares3238
    @caiosoares3238 หลายเดือนก่อน

    Hi! I saw this project last week, and I truly think it's pioneering. It addresses many of the challenges involved in creating an MMO game. However, I believe there are still too many problems to solve before making MMO development as straightforward as it is for single-player games-which, of course, is impossible. For instance, player movement is processed on the client side, so how do we ensure that players aren't passing through walls, teleporting, or executing basic cheats? Additionally, how can we validate actions like attacks on the server side? For a beginner, this would be as daunting as building an entire server from scratch. I'm not trying to criticize the project-quite the opposite; I find it amazing. I'm here because I love the potential to make building MMOs easier. Lastly, I would like to ask if there are plans to add features that address these issues or include explanations on how to handle them in the documentation. By the way, congratulations on an awesome project!

    • @PlanetaryProcessing
      @PlanetaryProcessing  หลายเดือนก่อน

      Thanks for the kind words and support! We are going to keep chipping away at the barriers to MMO development as best we can!
      Those are some good points to address. Something we skipped over in the video is that every Entity Component has a "Use server position" tickbox. It is default checked as true, to give the server authority over entity positions, so that the client will always match the server.
      The MainCharacter cube has this enabled, so it takes its position from the server. When we use master.Message() in the PlayerMovement script, the input data is sent to the server to be processed. The server could veto these inputs but, for simplicity in the demo, it just agrees with the client.
      The input messages are received by the player.lua file on the server and converted directly into a server-side position. Most games would perform validation checks for unusual movement inputs then, before updating the server position.
      We're hoping to do a server-side tutorial soon. It will pop the hood on the demo code, explain the game server infrastructure, and give some extra tips for handling multiplayer development.