Building Multiplayer Games in Unity: Using Mirror Networking

Author:   Dylan Engelbrecht
Publisher:   APress
Edition:   1st ed.
ISBN:  

9781484274736


Pages:   235
Publication Date:   04 December 2021
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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Building Multiplayer Games in Unity: Using Mirror Networking


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Overview

Take a deep dive into creating large-scale, multiplayer games with Unity 3D, using Mirror Networking and a variety of powerful transports. You will learn the fundamentals of RPC/Command multiplayer architecture and dig deeper into networking and data persistence to achieve scalable, highly performant, large-scale, multiplayer games in Unity. This book explains how to develop multiplayer games using Unity within a commercial or enterprise environment. You will take a look at the networking fundamentals behind multiplayer games, including packets and the importance of keeping packets small. Next, you will look into Mirror Networking and see how to leverage a variety of transport layers to achieve large-scale, multiplayer games. Using Unity 3D as the core focus, you will get an understanding of the RPC/Command architecture and how you can utilize different authoritative structures to best suit your needs. You will also learn how to scale your architecture and explore industry-leading methods of deploying your game to the masses. You will also get a solid understanding of networking principles.  The book wraps up with advice from leading experts who shed light on past mistakes and provide valuable insights for your next project. This book breaks down daunting concepts into easy-to-understand pieces of knowledge to help you create your first multiplayer game. It is a must-read for any developer looking to understand multiplayer games and networking. What You Will Learn●       Learn advanced multiplayer concepts and how to use them ●       Understand the key concepts for creating multiplayer virtual experiences ●       Know the basics of computer networking and how to employ them ●       Deploy large, scalable multiplayer infrastructures for your games ●       Gain insights from other industry professionals Who Is This Book For Intermediate to advanced Unity 3D developers looking to understand multiplayer networking and deploying large-scale products. Having a solid understanding of C# and Unity is required, and having an understanding or prior experience with networking principles such as IPv4 would be advantageous.

Full Product Details

Author:   Dylan Engelbrecht
Publisher:   APress
Imprint:   APress
Edition:   1st ed.
Weight:   0.485kg
ISBN:  

9781484274736


ISBN 10:   1484274733
Pages:   235
Publication Date:   04 December 2021
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Chapter 1: IntroductionSub-Topics● Why you should care about the contents of this book● Prerequisites & Resources Chapter 2:  The Messenger Pigeon, Packets, and a Trip Around the WorldSub-Topics● Introduction to networking● Understanding packets● How packets of data get transported across the world● IPV4 and UDP● The transport layer● The firewall● The importance of keeping your packets small Chapter 2:  A Hall of Mirrors and ApathySub-Topics● What is Mirror Networking● Understand where Mirror comes from and why it was created● Learn the limitations of Mirror● Break some of those limitations with Apathy● What is Apathy and where to get it?● The client, the server, and the host Chapter 3: The Chain of CommandSub-Topics:  ● Game server architecture● Authority● Understanding the chain of command● Remote Procedure Calls (RPC’s)● Commands● Syncvars● Syncvar Hooks● Mirror Events● Creating our first multiplayer game Chapter 4: Memory of a GoldfishSub-Topics: ● What are database engines?● Relational vs non-relational databases● A few popular relational database engines with their pros and cons● A few popular non-relational database engines with their pros and cons● Designing the database● Connecting to the database from your game server● Storing information● Retrieving information● Serving information to your players Chapter 5: Scaling Up, A LotSub-Topics: ● The cloud● AWS● Google Cloud● Azure● Unity Multiplay● Hosting your databases● Understanding the bottleneck● How Apex Legends created the perfect launch● Stress testing and stress clients● Things to consider, like security Chapter 6: Insights From the MastersSub-Topics: ● 10 Mini-stories and interviews of game developers Chapter 7: Challenge What You KnowSub-Topics: ● 2 beginner multiplayer challenges● 2 intermediate multiplayer challenges with user data persistence● 1 advanced multiplayer challenge with user and world data persistence Chapter 8: ConclusionSub-Topics: ● Next steps for the reader● Best wishes and thanks

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Author Information

Dylan Engelbrecht is a Unity specialist. Born and raised in South Africa, he has worked at the top enterprise VR development studio in South Africa, and he’s currently working at the largest game development studio on the continent. He has in-depth knowledge of commercial and enterprise game development, with work showcased by invite at Comic-Con Africa and rAge Expo. He is an avid gamer who enjoys immersive experiences and real-time strategy games.

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