Welcome to Unity Learning, unity training, Unity Enterprise training and education zone, there are many u3d resources, u3d training videos, u3d tutorials, U3d Frequently asked questions, U3d Project source code, we are committed to creating the industry Unity3d training, learning the first brand.
Multi-player Networking game
Real-time networking is a complex area, but Unity makes it easy to add network functionality to the game. However, it is very useful to know the network scope before using the live network in the game. This section describes the network fundamentals and the details of Unity execution. If you have never created a network game before, it is highly recommended that you read this guide in detail before you begin.
Advanced Overview
This section outlines all the concepts involved in the network and introduces a more in-depth topic.
Network elements in Unity
This section of the guide covers Unity's implementation of the concepts explained in the overview.
RPC Details
A remote procedure call, or RPC, is a way to invoke a function on a remote machine (Procedure). This can be a function on a client call server, or a function on a server that calls some or all of the clients. This section explains the RPC concept in detail.
State synchronization
State synchronization is a method of regularly updating a series of specific data in two or more game instances running on a network synchronization.
Reduce bandwidth as much as possible
Each choice you make to share data locations and methods will affect the network bandwidth used by the game. This page explains how to use bandwidth and minimize usage.
Network view
Network views are the components that are used to share data across the network, and are essential aspects of the Unity network. This page will explain each other in detail.
Network instantiation
A complex problem in the network is ownership of the object and the decision of who controls what. As explained in this section, Network instantiation (NET instantiation) will handle the task for you. For situations where you need better control over object ownership, this section also covers a number of more complex alternatives.
Primary server
The master server is like a game hall where the server can declare their presence to the client. It also uses a technique called NAT penetration (with the help of a service provider) to enable communication from behind a firewall or home network to ensure that players can always connect to each other. This page explains how to use the master server.
For more highlights, please click http://www.gopedu.com/
Unity3d Technology multi-player networking game creation instructions