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Tom Weiland | Connecting Unity Clients to a Dedicated Server | C# Networking Tutorial - Part 1 @tomweiland | Uploaded 4 years ago | Updated 2 hours ago
In this first part of my C# networking tutorial series, we set up a TCP connection between a dedicated server and a Unity client.

THIS SERIES IS OUTDATED! Check out the NEW & IMPROVED videos: youtu.be/6kWNZOFcFQw

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Kevin Kaymak's channel: youtube.com/channel/UCThwyD-sY4PwFm7EM89shhQ
List of commonly used ports: en.wikipedia.org/wiki/List_of_TCP_and_UDP_port_numbers
Compare your code to mine on GitHub: github.com/tom-weiland/tcp-udp-networking/tree/tutorial-part1

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#UnityTutorial #Multiplayer #Unity3D #Networking #GameDev #Server #Client #Multiplayer #GameDevelopment #Unity #MadeWithUnity

Building multiplayer games is a complex topic. Since every game has its own specific needs when it comes to networking, any one-size-fits-all options will likely come with a downside. You'll end up making trade-offs between performance, certain features, ease of use, and cost.

So what's the alternative? You can build your own networking solution! That may sound daunting—and it's by no means easy—but by the end of this step by step Unity networking tutorial series, you'll have learned the fundamentals of how to make a multiplayer game in Unity, even if you're completely new to networking! You'll also learn a ton about how not only games, but also how connected software in general use TCP and UDP to communicate. In this Unity multiplayer tutorial series, we'll be building a dedicated game server from scratch, which is essential if you want to prevent cheating.

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"Interplanetary Forest" by Meydän is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/...)
Artist: soundcloud.com/meydansound
Connecting 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

Connecting Unity Clients to a Dedicated Server | C# Networking Tutorial - Part 1 @tomweiland

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