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Asynchronous Multiplayer - Starter Guide?

Discussion in 'Connected Games' started by Aerhart941, May 30, 2019.

  1. Aerhart941

    Aerhart941

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    I am trying to make an asynchronous multiplayer mobile game. I have written code for the player movement, spells and game systems so far. Then I was thrown for a loop when I looked into actually making it multiplayer.

    I feel very discouraged as UNet seems like an entirely new beast for me to tackle. It appears I need to rewrite every single interaction Ive done so far in order to store each player's actions and send it to the server.

    Is there a resource specifically for asynchronous, multiplayer turn-based games I can look at? Everything I am finding (Brackeys UNet tutorial for instance) doesn't quite help as it only accounts for an FPS where you only control your one character.

    In my game, you control a team of characters, each with different abilities, and teams can be chosen by the user. I am using NavMesh for movement and I just cant wrap my head around how to send all the information like each unit's position, and spells casted (and where they were casted) back and forth. IDeally I would like you to be able to run the game on and view the opponents turn - have it play back to you in real time.

    What do I do? Where do I start??
     
  2. Tiny-Tree

    Tiny-Tree

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    check baas instead like nakama, playfab or gamespark, they are what traditional turn based game use, do you need for real time multiplayer?

    you basically just send all the information players did at end of each turn ?
     
  3. Aerhart941

    Aerhart941

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    That is interesting. Can you tell me what a Baas is? Are these use with Unity? That’s encouraging
     
  4. Tiny-Tree

    Tiny-Tree

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    backend as service, they are usable with unity. its basically a slow paced server, that can handle more player, easier to develop and cheaper to run
     
  5. Aerhart941

    Aerhart941

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    Thank you. I downloaded DarkRift 2 to start poking around with.

    Maybe you can help me answer this next question. If I set my game to work by deactivating all units that you shouldn't be able to move on your turn, would that suffice? Would the units I DO move around actually update on the other players game when he/she turns it on? Or do I still need to put network identity code on each unit?