Index
A
- arrays, PUN room
- filtering / Filtering arrays
- available servers
- browsing / Browsing available servers
B
- BigDB
- working with / Working with BigDB
C
- chat client
- creating / Creating a chat client
- connect screen / The Connect screen
- lobby screen / The Lobby screen
- chat room / The chat room
- chat room
- about / The chat room
- friends lists, adding / Adding friends lists
- client-side hit detection
- versus, server-side hit detection / Client-side versus server-side hit detection
- client-side prediction
- about / The client-side prediction
- compiler directives
- using / Compiler directives
- server console, setting up without Pro / Setting up a server console without Pro
- connect screen
- about / The Connect screen
- coroutines
- about / Building a PubNub interface
- CreateJoinRoom method
- about / Creating rooms
- custom serialization function
- writing / NetworkViews and state serialization
- custom state serializer
- writing / Writing a custom state serializer
D
- dedicated server model
- setting up / Setting up a dedicated server model
- servers / Servers in Unity
- compiler directives / Compiler directives
- development server, Player.IO
- setting up / Getting and setting up a development server
E
- entity interpolation
- performing / Entity interpolation
- entity rewinding
- about / Entity rewinding
F
- friends
- finding / Finding friends
G
- game logic class
- creating / Creating a game logic class
- GameObject.Instantiate / NetworkViews and state serialization
- global chatbox application
- creating / Creating a global chatbox application
- chat messages, publishing / Publishing chat messages
- chat logs, displaying / Displaying chat logs
- Gravatar
- about / Displaying chat logs
- URL / Displaying chat logs
H
- hacking
- about / Notes on hacking
- hit detection
- moving, to server / Moving hit detection to the server
I
- interpolation
- adding / Adding naive interpolation
- improving / Improving interpolation
J
- JSON (JavaScript Object Notation)
- about / How PubNub works
- URL / How PubNub works
- parsing, from PubNub / Parsing JSON from PubNub
L
- level
- syncing, between players / Syncing a level between players
- LINQ (Language Integrated Query) / Filtering arrays
- LoadMyPlayerObject function / Working with BigDB
- lobby screen
- about / The Lobby screen
M
- Master Server
- setting up / Setting up the Master Server
- connecting to / Connecting to the Master Server
- server, registering / Registering a server with the Master Server
- MasterServer.RequestHostList / Browsing available servers
- matchmaking
- automatic / Automatic matchmaking
- manual / Automatic matchmaking
- messages
- sending/receiving / Sending/receiving messages
- sending/receiving, server-side code used / Server-side code
- MMO (Massively Multiplayer Online)
- about / Introducing multiplayer games
- multiplayer
- about / Introducing multiplayer games
- multiplayer Pong game
- creating / Creating a multiplayer Pong game
- field, preparing / Preparing the Field
- ball script / The Ball script
- paddle script / The Paddle script
- score, keeping / Keeping score
- score, displaying to player / Displaying the score to the player
- networking / Networking the game
- paddles, spawning / Spawning paddles
- networked movement, adding to ball / The networked ball
- networked scorekeeping / Networked scorekeeping
- screen, connecting / The Connect screen
N
- NAT / Setting up the Master Server
- NAT punch-through / Setting up the Master Server
- Network.Instantiate / NetworkViews and state serialization
- networked levels
- loading / Loading networked levels
- networked object
- creating / Creating a networked object
- NetworkView
O
- OnSerializeNetworkView function / NetworkViews and state serialization
P
- Photon Cloud
- used, for setting up PUN / Setting up PUN with Photon Cloud
- connecting to / Connecting to Photon and getting a list of rooms
- room list, displaying / Connecting to Photon and getting a list of rooms
- Photon Server
- about / Dedicated servers
- downloading / Getting the Photon Server
- server application, creating / Creating a server application
- connecting to / Connecting from Unity and passing messages
- game logic class, creating / Creating a game logic class
- player IDs, assigning / Assigning player IDs
- star collector game, building / Building a star collector game
- PhotonViews
- using / Using PhotonViews
- Player.IO
- versus, Photon Server / Player.IO versus the Photon Server
- development server, setting up / Getting and setting up a development server
- connecting to / Connecting to Player.IO
- room list, displaying / Getting a list of rooms
- rooms, creating / Creating rooms
- random matchmaking / Random matchmaking
- messages, sending/receiving / Sending/receiving messages
- BigDB, working with / Working with BigDB
- simple RTS style game, creating / Creating a simple RTS prototype
- player IDs
- assigning / Assigning player IDs
- PubNub
- overview / Overview of PubNub
- account, registering / Getting started
- functioning / How PubNub works
- JSON, parsing from / Parsing JSON from PubNub
- interface, building / Building a PubNub interface
- global chatbox application, creating / Creating a global chatbox application
- PUN
- versus, Unity Networking / Differences between PUN and Unity Networking
- setting up, Photon Cloud used / Setting up PUN with Photon Cloud
- rooms, creating / Creating rooms
- rooms, joining / Joining rooms
- matchmaking / Automatic matchmaking
R
- RakNet
- about / Introducing UDP communication
- random matchmaking, Player.IO
- about / Random matchmaking
- RegisterHost function / Registering a server with the Master Server
- ReliableDeltaCompressed option
- rigidbody simulation
- about / Rigidbody simulation
- room list, PUN
- filtering / Filtering and caching a room list
- caching / Filtering and caching a room list
- rooms, Player.IO
- listing / Getting a list of rooms
- connecting to / Connecting to rooms
- creating / Creating rooms
- rooms, PUN
- creating / Creating rooms
- joining / Joining rooms
- results, filtering by user preference / Filtering results by user preference
- arrays, filtering / Filtering arrays
- room list, filtering / Filtering and caching a room list
- room list, caching / Filtering and caching a room list
- RPC calls / Differences between PUN and Unity Networking
- RPCs
- about / NetworkViews and state serialization, Using RPCs
- using / Using RPCs
- entries / Using RPCs
- rUDP (reliable UDP)
- about / Introducing UDP communication
S
- server
- initializing / Initializing a server
- connecting to / Connecting to a server
- registering, with Master Server / Registering a server with the Master Server
- server application
- creating / Creating a server application
- class library, creating / Creating a class library
- operation requests, responding / Responding to operation requests
- server code, deploying / Deploying the server code
- server authoritative movement
- preparing / Preparing for server authoritative movement
- implementing / Implementing server authoritative movement
- service room
- about / Random matchmaking
- simple RTS prototype
- creating / Creating a simple RTS prototype
- server-side code / The server-side code
- client-side code / The client-side code
- star collector game
- building / Building a star collector game
- class library, preparing / Preparing the class library
- Actor Class / The Actor class
- ID, sending to player / Sending an ID to a player
- game state, tracking / Keeping track of the game state
- stars, spawning / Spawning and picking up stars
- stars, picking up / Spawning and picking up stars
- events, broadcasting / Broadcasting events
- Unity, connecting from / Connecting from Unity
- actors, creating / Creating/destroying actors
- actors, destroying / Creating/destroying actors
- player, controlling / Controlling the player
T
- testbed
- creating / Creating a testbed
U
- UDP
- about / Introducing UDP communication
- Unity
- Master Server, setting up / Setting up the Master Server
- Unity client SDK
- setting up / Setting up the Unity client SDK
- Unreliable option