
Learn to convert a single-player Unity game to online multiplayer using netcode, spawn and sync players, RPCs, and network variables, then build relays, lobbies, and a full multiplayer UI.
Navigate a single-player space shooter from the menu through character selection (four characters via ScriptableObject data) and controls, then battle enemies, shoot with space, collect power-ups, and defeat boss.
Install and configure Unity Netcode for GameObjects, create a network manager, enable multiplayer tools, and register the player prefab in the network prefab list for multiplayer sessions.
Instantiate the player over the network with the network manager and a network object, then build a simple user interface to start host and client, testing in editor and standalone.
Learn how to grant ownership and synchronize movement in a Unity netcode multiplayer setup by using network transform, client network transform, and authoritative vs client control.
Convert the bullet script to a network behavior, implement a server-driven despawn with a timer that despawns across clients, ensuring synchronized shooting in Netcode for GameObjects on Unity.
Learn how to implement a server-authoritative enemy spawner in Unity using Netcode, spawning meteors, spaceships, and a boss synchronized across clients.
Switch between two space shooter enemy prefabs and spawn bullets over the network with server-side instantiation and synchronized transforms, while handling server-authoritative hits, health, and multi-player scene loading.
Create a multiplayer main menu in Unity that lets players start as host or client or quit, using the network manager, fade transitions, and a loading manager to sync scenes.
This lecture shows how to synchronize host and client scenes using a scene enum and the onLoad complete event, switching between networked and local loading in Unity Netcode.
Implement character selection logic in a Unity Netcode lobby: toggle playable vs non-playable characters, manage borders (normal, ready, client), show player icons, and handle connection states across four slots.
Set up inspector values and network manager prefabs for four connections, four playable characters, and ready flows; test character selection with host and client, color-coded frames, and disconnection behavior.
Prepare the multiplayer gameplay scene by converting to a network singleton, spawning four player ships with ownership, updating the UI, and adding player and bullet prefabs to the network manager.
Implement a multiplayer death ui system in Unity that shows per-client death indicators, syncs via client rpc, and transitions to defeat or game over scenes as players die.
Adjust the player UI script for multiplayer using netcode, relay, and lobby. Implement a serialized death UI struct and server/client RPC health updates to sync health and death UI.
Set up multiple spawn points in Unity multiplayer and spawn players from an array of positions based on client index to ensure each player spawns at a unique location.
Learn to extend a unity multiplayer game by converting a single-player power-up spawn controller to work on the network, spawning shield power-ups on enemy death with a 100% test probability.
Spawn and collect power ups, update a two-slot UI, and synchronize power-up states across server and clients. Enable collision tagging, VFX spawning, and networked despawn.
Learn to implement a shield power-up in a Unity Netcode multiplayer game by enabling a 2D circle collider shield with network variables and client and server RPCs.
Orchestrate a boss death scene in Unity multiplayer using timed explosion vfx at multiple positions, with a shake effect and network-synced explosions until the boss is defeated.
Modify the boss prefab for multiplayer by adding network object, network transform, and network rigidbody 2d. Sync bullets via networked small bullets, using server authoritative spawning and on-network-spawn logic.
Implement a boss homing missile system with Unity netcode, converting missiles and bullets to networked behavior, spawning explosions, syncing positions, and handling server-side damage and small-bullet distribution.
Implement a networked boss health and UI in Unity Netcode, converting to network behavior, using network variables and client RPCs to scale health with connected players.
fix the player health 0 value issue by using a private network variable m_health with a public wrapper and syncing boss spawn and boss scripts to network behavior.
Scale the boss health with connected players, convert health to a network variable, and synchronize the boss UI using server and client RPCs in Unity netcode.
Configure the player ship panel prefab to display enemies destroyed, power ups used, and final score with a crown for the top player, and register the prefab in network manager.
Implement a join relay function in Unity Netcode to connect players via a join code, with a UI input and button, and test the relay integration in play mode.
Set up Unity lobbies to let players find, create, and join multiplayer games with quick join and public or private matches, while signing in anonymously and initializing Unity services.
Learn to create a lobby in Unity using Netcode and Relay with an async create lobby function, handle errors via try-catch, and verify a four-player lobby named first lobby.
List all available lobbies by querying without filters, print each lobby's name and max players, and wrap the process in a try-catch for reliability.
Filter and order online game lobbies in Unity using query options to show only lobbies with at least one available slot, sorted by date created with newest first.
Learn how to store and display player names in Unity lobbies using a data dictionary, assign hero names, and print the lobby’s players.
Update and rename a lobby player in Unity Netcode by exposing a public update player name method, wiring input fields, and syncing host and joined lobbies for accurate name display.
Build a dynamic lobbies list in Unity with netcode, using a singleton lobby manager, a lobby item template, and create/refresh controls to display active lobbies and player names.
Implement the lobby host flow by showing the lobby on creation, hiding the lobby list, and updating the lobby UI via a singleton when the joined lobby is passed.
Implement join lobby mechanics by wiring lobby item button to pass lobby id, join via lobby service, and toggle lobby list UI off and lobby UI on.
Fix multiplayer bugs in Unity netcode by gating lobby updates with a game started flag, delaying client start for host synchronization, and ensuring anonymous sign-in for two-player testing.
Complete the course and access project files from start to finish to follow along with the videos. Enjoy ongoing updates and responsive support as you build your own multiplayer games.
Learn how to create your own 2D side-scroller arcade space shooter with Unity Game Engine and Netcode for Game Object (NGO) framework.
In this course, you will learn how to create a multiplayer 2D side-scroller arcade space shooter that can accommodate up to 4 players. You will also learn how to create and deploy a dedicated server with matchmaking.
We will be making a game that is similar to classic arcade space shooters, such as Galaga and Space Invaders. By the end of this course, you will have the skills to make your own competitive or cooperative multiplayer space shooter game in any style.
You will learn about networking and how to make your game multiplayer. You will start by building the core gameplay, such as making your spaceship move, shoot, and collect power-ups. Later, you will add polish and more advanced features, such as leaderboards, mini maps, and boss battles.
You will take your game online using UGS (Unity Gaming Services), which will allow players to connect to your game over the internet without the need to port forward.
Finally, you will learn about creating lobby system that allows for matchmaking.
All students have access to the Q&A forum, where you can ask questions and get help from the instructors, teaching assistants, and community members.
What are you waiting for? Start creating your own online multiplayer game today!