@tomweiland
  @tomweiland
Tom Weiland | Adding Player Movement | How to Make a Multiplayer Game - Part 2 @tomweiland | Uploaded 2 years ago | Updated 2 hours ago
In this second part of my Unity multiplayer tutorial series, we implement server-authoritative player movement.

Part 3: youtu.be/fVotjwJQ5zM
Riptide tutorials playlist: youtube.com/playlist?list=PLXkn83W0Qkfn3qF7NU4OEtVwOD6U2wphJ

⎯⎯⎯⎯⎯⎯

Source code: github.com/tom-weiland/RiptideSampleFPS/tree/part2
RiptideNetworking repo: github.com/tom-weiland/RiptideNetworking
Pirate game devlogs: youtube.com/playlist?list=PLXkn83W0QkfmQI9lUzi--TxJaOFYIN7Q4

Discord server: tomweiland.net/discord
Support me on GitHub Sponsors: github.com/sponsors/tom-weiland
Support me on Ko-fi: tomweiland.net/kofi
GitHub: tomweiland.net/github
Website: tomweiland.net

⎯⎯⎯⎯⎯⎯

Gear & Software I Use

Developing
⮞ Engine - Unity: store.unity.com/#plans-individual
⮞ Code Editor - Visual Studio: visualstudio.microsoft.com/vs
⮞ 3D Modeling - Blender: blender.org/download

Recording & Streaming
⮞ Screen Recorder - OBS Studio: obsproject.com
⮞ Camera - Panasonic G85: amzn.to/39P77GK
⮞ Microphone - Maono AU-PM422: amzn.to/2LsTIuG

Computer Parts & Peripherals
⮞ Mouse - Logitech G604: amzn.to/3mqUSoy
⮞ CPU - AMD Ryzen 7 2700X: amzn.to/3pU06K9
⮞ GPU - GeForce GTX 1050 Ti: newegg.ca/p/N82E16814125915
⮞ Motherboard - ASUS Prime X470-Pro: amzn.to/3p20h5f
⮞ SSD - Gigabyte 240GB: amzn.to/39UPWDQ
⮞ HDD - WD Blue 1TB: amzn.to/2O37EMI
⮞ RAM - 8GB x2
⮞ Case - Fractal Design Meshify C: amzn.to/3q6FgHy
⮞ Power Supply - EVGA 750 GQ: amzn.to/2N3T3A0

Other
⮞ YT Channel Management Tool - TubeBuddy: tubebuddy.com/tomweiland
⮞ Webhosting - Bluehost: bluehost.com/track/tomweiland

I personally use all of the above products and services, so they are genuine recommendations. Some of these links are affiliate links, which means I get paid a small commission (at no extra cost to you) if you sign up or buy through them. Thanks for supporting the channel!

⎯⎯⎯⎯⎯⎯

0:00 Intro
0:18 Updating Riptide
1:06 Why Server-Authoritative Movement?
1:47 Sending Inputs to the Server
3:26 Calculating Player Movement
6:09 Handling Input Messages
6:33 Handling Position Updates
7:49 Unity Stuff...
9:01 Controlling the Camera
10:24 Why is the Movement Laggy?
10:54 Player Animations Setup
12:37 Making the Animations Work
13:58 Some Cleanup
14:30 Outro

#RiptideNetworking #Multiplayer #UnityTutorial #Unity #GameDev

Over the last year I've been working on a C# networking library called RiptideNetworking, and in this tutorial series I show you how to use it to make a multiplayer game in Unity! Multiplayer game dev is difficult and time-consuming, and Riptide saves you the effort of writing the super low level stuff yourself—it takes care of establishing connections between a client and a server and makes sending data back and forth really easy, while still giving you plenty of control over what your code is doing.

Riptide can be used both in and out of Unity, and it supports a wide variety of game architectures. Whether you need an authoritative server for a competitive shooter you're building or you're just looking to make a multiplayer co-op game where players host their own lobbies (sometimes referred to as peer to peer), RiptideNetworking can help you do that.

In this tutorial we implement server-authoritative player movement. While letting clients calculate their own positions simplifies a lot of things, it also makes it really easy for hackers to cheat. That may not matter much if cheat prevention isn't high on your list of priorities, but in this video we set up the player movement with the server being in control of as much as possible.
Adding Player Movement | How to Make a Multiplayer Game - Part 2Physical Holes in Ships and Happy New Year! | Unity Multiplayer Game Devlog #22Connecting Unity Clients to a Dedicated Server | C# Networking Tutorial - Part 1Revamping Procedural Island Generation & New Player Controller | Unity Multiplayer Game Devlog #30Adding a Day-Night Cycle and More Realistic Wave Simulation | Unity Multiplayer Game Devlog #20Blocking, Resource Harvesting & Planning the Gameplay Loop | Indie Game Devlog #40Server Time Travel and Sinking Ships | Unity Multiplayer Game Devlog #19Player Shooting and Getting the Right IP to Connect to | C# Networking Tutorial - Part 8Palm Trees, Procedural Tree Generation & Infinite Ocean | Unity Multiplayer Game Devlog #34New Unity Multiplayer Netcode for My Pirate Game | Devlog #43

Adding Player Movement | How to Make a Multiplayer Game - Part 2 @tomweiland

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER