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[Released] RPG online Server-Client

Discussion in 'Assets and Asset Store' started by kidsanaj, Sep 26, 2017.

  1. kidsanaj

    kidsanaj

    Joined:
    Jun 14, 2017
    Posts:
    2
    RPG online Server-Client


    No CCU limit!

    (server and client included)

    Definition of MMO (Massively multiplayer online) is an online game which is capable of supporting large numbers of players that why the client-server should be split into back-end and front-end (no models, textures, material or prefabs on the server side and split the functionality between server and client code).

    We use the transport layer or Low-Level API (LLAPI) that is designed to permit maximum flexibility, sending and receiving data represented as arrays of bytes, while the High-Level API (HLAPI) is considered to make multiplayer game with the same scripts for host-client.
    https://docs.unity3d.com/Manual/UNetUsingTransport.html

    In this project, we will guide you the technique how to design the custom packets to send/receive networked commands from both sides and synchronized variables (attack, movement, animation, etc) with LLAPI.

    Features
    Simple network identify
    AI behaviors
    Unit status
    Warp between map
    Spawn item (drop)
    Inventory System
    Equipment with 3D meshes
    Player control (mobile style)
    Basic NPC scripting and shop (sell and buy item)
    Basic chat system
    Syncing movement with low data transfer size via custom packet.
    Unity's json utility for master data

    Client: 3D models with animations and all environment models.
    Included server must be setup (mmoserver.zip)

    New features coming and upgrade for free.

    https://www.assetstore.unity3d.com/en/#!/content/98976