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Official Bite-size Samples feedback form [Netcode for GameObjects]

Discussion in 'Multiplayer' started by CreativeChris, Sep 12, 2022.

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  1. CreativeChris

    CreativeChris

    Unity Technologies

    Joined:
    Jun 7, 2010
    Posts:
    448
    Hello everyone,

    We're working on developing and improving our early-access bite-size sample content for Netcode for GameObjects and we would love to hear your feedback!

    If you haven't done so already, please take them for a spin before filling out our survey. https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize

    We have three bite-size samples currently:

    2D Space Shooter:
    2D Space Shooter Project provides examples of physics, player health, and status effects. The sample's technical features include NetworkVariables and ObjectPooling. Using these NetworkVariables, you can easily synchronise states between your server and your clients, such as players' health. ObjectPooling allows for frequent reuse of objects, creating performance benefits in a networked environment.

    Invaders:
    Invaders is a simple networked cooperative game where players work together to defend against alien invaders. This sample helps you to understand the game flow and modes with Netcode for GameObjects (NGO); using Scene Management, Unconventional Movement Networked, and a Shared Timer between clients updated client-side with server-side seeding. These techniques allow, for example, an easy way to implement a game lobby where players can join before the game starts.

    Client-driven movement:
    This is a sample project oriented to Client Driven behaviour using Netcode for GameObjects. In this sample, you will learn more about Client driven movements, networked physics, spawning vs statically placed objects and object reparenting.

    More to come... tell us what you would like to see!

    Please follow the link to fill out your feedback: https://unitytech.typeform.com/bitesize - ETA: 1 min 30 secs.

    Thank you so much!
     
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