
Configure a synchronous chat client with sockets, connect to a server via IP endpoint and port, and exchange UTF-8 messages in a simple chat setup.
Learn how to implement asynchronous transmission for a socket-based chat server and client, using begin receive and a callback to continuously receive data and print messages.
Create a Unity multiplayer game server by setting up a C# project and implementing a socket server that binds to IP endpoint and listens for connections with an accept callback.
Hello guys, you should change the name of Init function to the OnInit()
Create a public send response function that takes client, request code, and data, wiring it to the server and controller manager to reply to clients in a Unity socket game.
Modify the read message function to process encrypted data, wiring server and client calls with a data callback and action codes (request and response) for Unity multiplayer messaging.
You need to import the package from the given link in the resources.
Create a client-side message class to read data from the server, copy server messages into net folders, and prepare common project integration for Unity multiplayer.
Add a receive callback in the client manager to handle incoming data with a read message function and a process data callback.
Set up access to the game facade from various manager classes by creating constructors, initializing protected game references, and wiring request, player, client, and UI managers for seamless multiplayer gameplay.
Explore structuring server and client communication in Unity by creating a base request class, per-action requests, a request code, and a dictionary managed by the request manager.
Continue building the request/response flow by defining a handle response function, wiring a quote request to the base request, and integrating with client managers.
Create an animation for the main camera in Unity to support the user interface, import a free asset from the asset store, and set up position and rotation keys.
Create and instantiate login, message, register, and start panels using the UI manager's push panel function and get panel function, with panel types defined and prefabs stored in resources.
Extend the message panel by inheriting from the base panel, wiring the text component, and implementing show message with on enter, delayed visibility, and a crossfade alpha to hide.
Add a login button to start panel and show the login panel via the UI manager's push panel. Animate by scaling from 0 to 1 in 0.5 seconds from right.
Add a close button to the login panel in a Unity multiplayer game, wire its onClick to a close function, and animate the panel's scale with the DG library.
Create MySQL tables for a multiplayer game: a users table with id primary key auto increment and unique username, and a results table linked by user_id storing matches and wins.
Develop a server side user controller to handle login and register actions, verify user presence through a database query using username and password, and return a user object.
Continue the register flow by validating inputs, ensuring nonempty username and password, matching passwords, and sending the register request to the server via the base request while handling errors.
Learn how the server validates a username by checking the database, prevents duplicates, and registers new users by inserting records, returning success or failure to the client.
Design a room list panel for a multiplayer lobby in Unity by building a scrollable list of rooms with room items, a close button, and join actions.
Create and manage a players result class on the server, store total and win counts in the database, fetch by user ID, and send the results to the client.
Create a room item class with username, owner, total count, and join button, configure a vertical scroll rect, and instantiate room item prefabs into the room layout.
Send create room requests to the server, then define a server function to create the room and attach the client to that room in Unity.
Read server responses for room owner data, parse and build a list of room items, then refresh the room panel on enter or refresh button to display available rooms.
Add user id to the client data flow, incorporate ideas for joining rooms, and move the create room request into the room panel.
Learn how to send a join room request and read the server response. Parse room and user data from the response to update the room panel and display status messages.
The player Prefab is bigger than 25 mb so I had to upload it to the Google Drive.
Create role type and role data to identify blue and red players, map roles to their game objects, and initialize a dictionary in the player manager.
create a camera script that follows the player using a set offset and assigns the target in the inspector.
Define and propagate role type across server and clients, assign blue or red roles when creating or joining rooms, and expose get current role game object for camera follow target.
Wire the enter play flow in Unity by exposing spawn methods, setting the camera to follow the target, and debugging prefab and room panel configuration for multiplayer play.
Move request-2 shows sending the local player transform every 0.2 seconds, receiving remote players’ data, and updating positions and forward movement using broadcast messages in a Unity multiplayer setup.
Read and parse data from other clients, split it into position and rotation components, build vector values, and move the remote player object using its transform and animator.
Read shooting data from other players to remote their characters on screen according to their data. Implement a shoot request flow, parse data with Unity tools, and instantiate the arrow.
Implement an attack function and server-side take damage logic to read damage data, initialize max HP, and trigger game over.
Read and handle game over signals sent from the client in a Unity multiplayer setup, update the in-game panel with victory or defeat messages, and trigger appropriate user interface buttons.
Learn socket programming in C# .Net
Get proficient in computer network socket programming using TCP/IP streaming sockets and become a better professional programmer.
Perhaps you have already created some cool game and now you want your game to be multiplayer but you do not know how to do it? Creating games is hard but creating online games is even harder, especially if you do not know where to start. These days a lot of cool solutions that help achieve this or that purpose. However, I am sure that this does not suit you, either because these solutions are quite expensive or created to solve only certain tasks. Thanks to this course you will see how to program the real online games.
Due to the fact that nowadays the resources of CPU have become easily accessible to everyone, C# is perfectly suitable for creating client-server applications and for network multithreaded programming. You will see how to create a multithreaded game server for your games in C# programming language that will receive and send data to your clients in real-time using the TCP protocol that is used in real game projects.
With this course, you will see how event-driven and service-oriented applications work. Understand how to use multi-threaded programming in Unity Game Engine and you will see how to serialize and transfer data from the clients on Unity with C# programming language to the server.
At the end of this course, you will be able to create C# (Sharp) .Net software capable of sending and receiving data over TCP/IP sockets on peer to peer basis with async and await keywords. You will learn not only socket programming, but OOP as well. The course will make you a better programmer. you will have the source code of the complete production-ready event-driven service-oriented concurrent game server on C# and client for Unity Game Engine, which you can modify and freely use in your projects.
Having completed the course you will have all the skills necessary to create 3D multi-player games of your own. With the 30 day money-back guarantee you can start the course today with complete confidence.