
Discover Unity as a 3D production ecosystem with advanced networking for multiplayer, cross-platform games and its integrated workflow for high-fidelity visuals across platforms.
Explore Unity networking from basics to multiplayer, including master server setup, LAN play, and character synchronization across avatars and animations, plus iOS Game Center and cloud IAP features.
Outline prerequisites for the series, noting required experience and equipment, the use of C# with optional JavaScript familiarity, and the need for a LAN and cloud-based services access.
Customize the Unity editor interface to optimize workflow by arranging the main window, tabs, and views for navigation, inspectors, assets store, and light mapping.
Explore window extras in the editor, where the extras menu changes with the tab, including inspector and project views, and use locking, debug mode, and multiple views to boost productivity.
Discover Unity pro views for light mapping, occlusion culling, and navigation, with floating windows, persistent filters by object type, and colon-based type searches for rapid scene inspection.
Create and save layouts for editing and testing, like two by three with the console visible. Name and switch between layouts to streamline your workflow and avoid factory resets.
Learn how to rotate Unity objects using center or pivot points, fix pivots from modeling tools, and align objects with world or local orientations, including the look-at rotation.
Master snapping in Unity by grid snapping with adjustable grid steps, surface snapping via shift and control to follow island surface, and vertex snapping with B to snap to vertices.
Explore how parenting in Unity makes a child's position and rotation relative to its parent, and learn to send parenting data across the network for consistent multiplayer gameplay.
Understand the Unity master server as a port-bound service that connects players, hides IP addresses, and supports testing by running your own master server for multiplayer games.
Download the Unity master server and facilitator source code, build on a Linux server using rack libraries and a Makefile, then test IP address handling and connectivity.
Register and unregister a test game with the master server and facilitator on your own host via a gui, while logging network events for debugging.
Set up a master server to host or join games in Unity, using a network GUI for solo or network play and a structured gooey workflow.
Host a game and register it with the master server using internet-based hosting, password options, and retry logic, through the BT master server wrapper and WWW requests.
Learn how to join a hosted Unity 3D game by listing games from a master server, handling password restrictions, and connecting through host data for proper punch through networking.
Configure platform api compatibility in Unity to balance startup time and size when using dot net, choose dot net 2.0 or 2.0 subset, and use udp sockets for lan multiplayer.
Explore implementing master server semantics for LAN multiplayer using a BTX UDP server. Learn event handling, registration, host data encoding, and polling and broadcasting hosts with threads and UDP clients.
Host a game on the LAN using the BT UDP server to broadcast host data. Register for UDP events during LAN hosting, or use the master server for non-LAN hosting.
Join a LAN-hosted game by selecting the LAN option and starting the game on a second machine; sync host lists from the UDP server and master server for seamless joining.
Address nat punch-through issues in Unity multiplayer games and how proxy servers route traffic to bypass them. Compare master server options, PHP-SQL implementations, and wrapper classes for flexible server-based networking.
Tune UDP master server timers in a land based multiplayer game to reduce registration lag, and ensure editor stops dot net threads on application quit to prevent strange behavior.
Explore how the server owns physics in multiplayer games, arbitrates near-simultaneous events, and synchronizes positions, while clients own local colliders and movement to prevent cheating.
Manage coconut status in a Unity 3D game by tracking location, wetness, and owner on the server, then propagate changes to all clients to ensure authoritative state.
Explore balancing server and client work by syncing only the rain cloud position and trigger area, while coconuts become wet there and each client renders rain locally.
Develop a cross-platform network chat in Unity by creating a runtime chat object with a singleton shared instance, broadcasting short messages to all connected devices via the BTX manager.
BTX manager allocates network view IDs on server and distributes them via remote procedure call, storing chat messages in an array list and hash table keyed by chat and time.
Display chat messages as a lightweight overlay in the top-left. Use a configurable line count to render oldest-to-newest messages with left-justified labels, avoiding distraction.
Learn to fade out chat messages in a Unity network chat by using a duration property and alpha transparency, remove old messages as they expire, and test across machines.
Enable Unity's network debugging to capture detailed console logs when joining a game, revealing client info, IP address, and port, player IDs, and messages relayed, helping diagnose networking issues.
Explore network instantiation in Unity by creating spawn points and using two character prefabs (hat and no hat) to distinguish players in multiplayer.
Activate spawn points via on enable, instantiate the correct character for solo or network play, and tag as main character with network views.
Explore character customization and avatar skinning in Unity, including skins, hats, and separate meshes, and learn to create textures and materials for varied looks while syncing changes across players.
Create a character selector GUI to change a player's skin in Unity, toggleable with a key, assign skins from controller material arrays, and sync changes across the network via RPC.
Apply the custom avatar skin and verify the menu and hat colors. Ensure only the ghost script handles input in network play and plan a refactor.
Extend the character selector to swap avatar meshes alongside skin tones, enabling hats and tools via a new mesh window. Learn how hats and tools are managed in networked play.
Learn to switch avatar meshes in Unity with a mesh array and index, implement change mesh and tool methods, and synchronize changes across the network for all players, including hats.
Learn to synchronize Unity animations in a networked game by using on serialized method and a second network view to transmit velocity and animation changes between main and ghost players.
Synchronize legacy and mechanism animations using a speed driven state machine with idle, walk, and run, while network syncing shares move speed between players via on serialise.
Learn how coconut spawns become server authoritative in Unity, using a network view and isNetworkNot flag to distinguish networked and solo game instantiation.
Host a network game to validate network instantiated coconuts are correctly reparented under tree branches and destroyed for intro spawns, ensuring proper multiplayer behavior.
Drop coconuts using a drop zone and drop point, broadcasting to trees to spawn coconuts around a point, with owner checks for solo or network play.
Synchronize explosions across networked Unity games by ensuring particle effects appear at the same location on all machines, while server-side physics coordinates outcomes.
Create and synchronize a coconut mine in Unity, using a trigger to explode via server and client, with a layer mask and overlap sphere detection, dropping coconuts in multiplayer.
Synchronize health and scoring by storing per-player health on the server in a hash-table of hash tables, initializing default health to 100, and enabling server client health access for debugging.
Synchronize health and coconut scoring in a Unity 3D multiplayer game with server authoritative health costs on mine explosions, a hash table, and a five-coconut limit per player.
Switch to the iOS platform, configure Unity project settings and Game Center integration, and authenticate the local user via the social API before building to iOS.
Learn how to authenticate players with the social API and Game Center in Unity, inspect local and friend profiles, and handle multi-user sign-in and caching in the simulator.
Explore how Game Center achievements work, including 100-point per achievement limits and a 1000-point total, achievements cannot be deleted, and how to load, display, and configure them in iTunes Connect.
Explore how to work with scores and leaderboards in Unity using Game Center social API, including loading and retrieving scores from a leaderboard, recording end game scores, and reporting results.
Display leaderboards in Unity using the social API and Game Center, configure score formats with iTunes Connect, and guard against cheating while comparing platform vs. own leaderboard implementations.
Discover how iOS Game Center extras extend Unity's social API with leaderboards, achievements, ratings, and friend challenges, and how the backend reveals richer player data and friends.
Explore unity plug-in architecture to access native platform features. Learn how to implement in-app purchases via StoreKit and connect cloud services across iOS, Android, and desktop with asynchronous callbacks.
Explore how a Unity 3D plug in uses a native callback to update a button in the gooey from 'call me' to the returned value asynchronously on iOS.
Learn to implement in-app purchases in Unity with a credit system and bundles like 100, 500, and 1000 credits, spend credits in a game store, avoiding iTunes Connect item setup.
Explore how StoreKit integrates with Unity to request product data, handle purchases, and return localized details like price and currency, using a delegate and property lists.
In this Advanced Unity 3D Game Development training course, Infinite Skills teaches you how to use some of the advanced features available to you within the Unity 4 game engine. This course is designed for the experienced Unity developer. You should have a working understanding of the Unity 4 engine and features before taking this tutorial.
You start the training with a quick review of the basics of Unity 4. The course then jumps right into advanced, Multi-player Network Gaming. He shows you how to implement not only Internet based Network Gaming, but also LAN based using .NET Sockets. You will create a network chat system, learn how to skin Avatars, synchronize pickups and drops, and then you will move on to the Social API. Robert covers specific iOS Game Center features such as the Leaderboard and Achievements, as well as in-app purchasing. To complete this Unity 3D video tutorial, Robert covers using a batch mode Unity game as a stand alone server, and as an alternative, third party solutions Photon and Smart Fox.
By the time you have completed this advanced Unity 3D tutorial you will have an in-depth understanding of advanced Unity 4 features. You will understand network gaming and how to implement it, as well as how to integrate social gaming and in-app purchasing to your project. This Unity 4 video training includes Working Files, allowing you to follow along with the author throughout the lessons.