
In this lecture, you will learn what is client, server, client-hosted and netcodes and how they are usually used
Multiplayer games is very much different compared to single player games, developer have to think what are the the things need to be synced across players
Explore input transfer and client side authority in multiplayer, outlining security, bandwidth, and delay, plus client side prediction and netcode types like photon fusion, mirror, fishnet, and netcode for gameobjects.
Learn how tick rates in Unity control updates per second and why they differ from send rates. Discover client-side prediction and resimulation to smooth multiplayer movement.
Explore interpolation and its use in networked games to smooth player positions between tickrate updates, using lerp-like transitions to hide teleported movement in a Unity multiplayer shooter.
Set up a Unity 2021 LTS project with the built-in render pipeline, organize a clean folder structure, and configure Natick, Mono Cecil, and Text Mesh Pro for multiplayer shooter development.
Explore Netick network callbacks, including network start, network fixed update, and network destroy, to manage simulation objects and game logic in multiplayer Unity shooters.
Learn how to create and join server–client sessions in a Unity multiplayer shooter using Netick sandbox, transports, and a match manager to spawn networked players.
Explain top-down character movement using a rigidbody in a networked Unity setup, sending client input to the server and using a separate pivot visual with network transform for smooth interpolation.
Rotate the player by cursor position using a plane raycast to convert screen space to world coordinates, then apply a look rotation to face the cursor.
Synchronize player animations across network peers in unity by implementing a soldier animation rig with a blend-tree animator, horizontal and vertical parameters, and speed controls for idle and run.
Learn to spawn and manage players in a Unity multiplayer shooter by separating player sessions from the player character, using RPC for respawn, and wiring a local player manager.
Fix the player animation in Unity by correcting directional input with inverse transform directions, then smooth transitions using lerp and clamp magnitude.
Learn to implement a player manager in Unity to track local and remote players, their sessions and spawned characters, and register them for networked gameplay.
Learn to implement a networked player nickname in Unity using the networked attribute and a network string, with a private set and a set nickname method.
Compare hitscan and projectile bullets in fps games, noting hitscan's instant hits, gravity and bounce in projectiles, and the vfx trails that mimic fast bullets.
Explore how lag compensation mediates hits in a server authoritative shooter, explaining client-side prediction, peeker's advantage, and how server checks determine hits despite player movement.
Learn to implement shooting in unity using a regular raycast, build a netick-based networked weapon with fire rate control via a tick timer, and test multiplayer.
Learn to create a bullet impact vfx using Unity's particle system, configuring burst, gravity, sprite rendering, and sphere shape, plus a reusable auto-destroy vfx prefab and basic pooling considerations.
Create a muzzle flash VFX for a Unity multiplayer shooter by importing Toon muzzle flash pack sprites, attaching them to the muzzle, and using a timer to disable it.
Learn to implement a reloading mechanic in a multiplayer Unity shooter by scripting current bullets, magazine size, reload timing, and a reload event for animations and UI.
Learn to implement a reload animation in Unity using an upper body animator layer and avatar mask, controlled by a reloading trigger and layer weights.
Learn to build a simple weapon UI in Unity that displays current bullets and magazine size, and shows reloading state using canvas groups and event-driven updates.
Enable manual weapon reloading in a Unity multiplayer shooter by adding a reloading input, a reloading timer, and a check to ensure the bullet is not full.
Develop a multiplayer health system in Unity using Netick by implementing damage handling, despawning on zero health, and applying blood visual effects and hit flash.
## UPDATE ##
The Netick Utilities is redundant if your netick 2 version is 0.10.13 or above
Create a top-left Unity UI scoreboard using a prefab-based eight-player listing, display player names, kills, and deaths, and optimize with preallocation and on-editor spawning for efficient updates.
Implement a camera system in Unity using Cinemachine, including a camera manager and a virtual camera that follows the local player in a top-down shooter.
Revamp the multiplayer shooter UI by moving the player nickname from three-dimensional space to a two-dimensional UI nametag, using a GUI player info system, listings, and camera space conversion.
Create an endgame UI that fades to black and displays a middle-scoreboard, using Lean Twin to smoothly tween UI elements and power up the scoreboard with a prefab-driven layout.
Color the player characters blue for allies and red for enemies by switching materials on renderers in a multiplayer setup, using a default material provider interface to supply materials.
Fix nametag size and color in the multiplayer user interface by introducing a set color function and using a canvas scaler with screen size.
Add a client disconnected callback and despawn the player character before its session to clear a disconnected client.
Implement a camera shake feature in Unity using the camera shaker plugin, configure via the main camera, integrate with weapon firing, and test with presets such as shake short 3D.
Implement a Unity audio system with the dsm plugin, import music and sfx, register weapon fire and reload, and enable 3d spatial sound via an audio manager and generated library.
Design a playable level for a Unity multiplayer shooter by assembling walls and floors with candy assets, and apply the Unity repeat shader to scale UVs without distortion.
Learn to implement a spawn point system in Unity by creating spawn points component that stores Transform positions and an indexer, cycling through them with wrap around via get next.
Fix slow player movement by normalizing input in a Unity multiplayer shooter and prevent client-side cheating, ensuring movement works relative to the camera and testing the result.
## UPDATE ##
1. If your game scene lighting is still dark, make sure to go to Window > Rendering > Lighting. Then go to Scene > Lighting Settings Asset > New Lighting Settings
2. Netick now introduces Host vs Server. In Server OnInput wont be called, thus we should change our code in TitleLauncher -> StartHost -> and use Network.StartAsHost instead!
Learn how to implement an advanced nickname system in a Unity multiplayer shooter using Netick by building a UI input field, ScriptableObject data, and server-validated nickname synchronization.
Remove the player nickname in the multiplayer shooter built with Unity and Netick, verify the nickname removal on the player character, and confirm that runserver and respawn still function.
Fix the bullet travel issue in a Unity Netick multiplayer shooter by preventing bullets from passing through walls. Lower bullet speed or implement origin-distance checks to reliably destroy projectiles.
Adjust the client weapon origin by delaying projectile spawn to the next frame using last projectile visual data, reducing latency effects and improving accuracy across network tick mismatches.
Learn to return to the main menu after shutdown by subscribing to the on shutdown callback and loading the main menu scene via scene manager using mainMenuScene set to zero.
Fix the UI endgame by invoking the on game ended event in Unity after subscribing to it, ensuring the end screen appears and returns to the main menu.
Close multiplayer shooter tutorial by recapping main menu, gameplay, shooting, reload animation, and networking. Thank viewers and tease the bonus episode, inviting them to publish on Steam or Play Store.
Learn when to use RPC in a Unity multiplayer shooter, and how properties and Onchange drive network state; understand client vs server calls, and the overhead of RPC.
Choose the right Unity netcode for your multiplayer shooter by weighing casual vs competitive goals, platform, and player count, comparing netcode for GameObjects, Mirror, Fishnet, Fusion, and Photon Quantum.
Learn how relay and NAT affect hosting a multiplayer game: port exposure, ISP restrictions, and alternatives like cloud hosting or Unity Relay and Steamworks relay, with latency considerations.
Explore interest management in Unity multiplayer: a pro feature that lets clients listen only to specific objects, enabling team-based visibility, bandwidth savings, and cheat protection for battle royale games.
Join the Netick Discord to connect with network developers, get help with issues, and address inquiries while building a multiplayer shooter in Unity.
Thank you for watching final episode of this tutorial; choose your next goal, try another netcode, build more games with NetHack, or develop a large-scale game with Netiq, and research.
Greetings, fellow indie game developer! If you're keen on mastering the creation of a 3D multiplayer game using Netick, you've come to the right place. Welcome aboard!
In this comprehensive Udemy course, we'll start the of multiplayer game development, leveraging Unity alongside the cutting-edge networking solution, Netick.
Rest assured, you won't miss a beat! This course will stay updated to reflect any significant API changes.
If you're wanted to explore multiplayer development, especially with a focus on using Netick, enroll today and embark on your journey to creating your own 3D multiplayer game in Unity to build your own shooter today.
Key Course Highlights:
Learning the fundamentals of the server-client model, elucidating concepts such as client-side prediction and server reconciliation.
Implementing direct matchmaking functionalities, including hosting rooms, joining rooms
Developing respawn logic for seamless player re-entry into the game.
Crafting clean and scalable code architecture.
Creating match timers and end-game logic.
Managing player damage and health mechanics.
Synchronizing player visuals, such as weapon kick, muzzle effects, and animations.
Learning how to simulate lag for effective testing.
Constructing a dynamic scoreboard.
Continuous updates to accommodate any major API changes.
How to utilize Unity Package Manager actively
Learn Lag Compensation vs default PhysX