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In this lecture, you will learn how to download the project file and test the single player game within Unity
In this lecture, you will learn how to get the scripts ready to be turned into multiplayer logic.
In this lecture, you will learn how to disable parts of the game while adding the multiplayer.
In this lecture, you will learn how to add firebolts of different colors
In this lecture, you will learn how to program the code to shoot the firebolts
In this lecture, you will learn how to create the new player costumes of different colors
In this lecture, you will learn how to swap player colors
In this lecture, you will learn how to add multiplayer network manager and HUD
In this lecture, you will learn how to create player spawn points
In this lecture, you will learn how to launch 2 games simultaneously on your computer.
In this lecture, you will learn how to control only one player per game client
In this lecture, you will learn how to synchronize firebolts from the server to the clients
In this lecture, you will learn how to synchronize the player position and animation
In this lecture, you will learn how to create player unique names
Define and assign a unique identity for the local player by generating a name from the network identity, ensuring distinct player names across LAN host and client sessions.
In this lecture, you will learn how to create unique names for players (part 2)
In this lecture, you will learn how to display the health points as text
In this lecture, you will learn how to create the health bar
Synchronize health bars across clients in a Unity UNET online shooter, test server and client interactions, damage handling, and health UI updates during combat.
disable shooting when the player dies by linking the health script, checking current health <= 0, and enforcing server and client logic in the Unity unet shooter.
Implement multiplayer respawn in Unity using UNET by creating a networked respawn script that moves players to a start position, resets health, and plays idle animation across clients via RPC.
Launch multiple Unity builds to test multiplayer by dropping build-and-run file into the editor folder and using the run multiplayer menu to start 2–4 concurrent players on Windows or Mac.
Synchronize player death and respawn in a Unity multiplayer shooter using server and client coordination. Leverage network animator to synchronize death animation and health across all clients.
Test the player life cycle by simulating server and client interactions, verifying deaths and respawns on both ends, then confirm movement and shooting work consistently.
Implement a visual respawn countdown in Unity multiplayer UNET by displaying a local on-screen text, updating every second, and respawning when the timer hits zero, while shooting is disabled.
Add a kills counter UI and a local-player kill-tracking script to display and sync each player's kill count in the Unity UNET online shooter, enabling leaderboards across clients.
Modify the multiplayer enemy spawn to attack all players, set up Spider-Man spawn points, and add network identity, network transform, and network animator to synchronize animations across clients.
Configure network manager with prefabs and spawn point identity, add network identity, and implement an enemy script on the server using commands to instantiate enemies that target and attack players.
Refine enemy respawn logic in a Unity UNET online shooter by checking player health, stopping enemy movement when the player dies, and removing or respawning enemies to prevent overload.
Duplicate the spawn point prefab to create multiple enemy spawn points, place them at scene corners, and set 4, 5, and 6 second intervals to tune difficulty in Unity.
Add the vehicles and assign network identity and network transform to synchronize cars and trucks from the server to all clients. Remove the animal behavior script and keep rest intact.
Learn to make each client’s camera follow its local main player by setting the camera target in the player id and wiring the camera follow script, offset and lighting.
Implement server-side collision reporting for vehicles by invoking a command that reports who got hit and the damage amount. Update player health and death across all clients for consistent gameplay.
Set up hosting to connect players from any device, including iPhone, Android, Windows, Linux, and Mac. Create a repository, configure a Unity cloud project build, and test the game.
Create an online git repository to host your Unity multiplayer project using Bitbucket or GitHub. Register, name your repo, set privacy, and clone via SSH or HTTPS.
Set up a local git repository for your Unity project, connect it to an online repository, and push commits to master to enable automatic updates.
Add a gitignore from the Unity standard list to ignore nonessential files, then configure asset serialization to text and visible meta files, and push to master.
Set up Unity Cloud Build online for a multiplayer shooter by linking your project, configuring source control and SSH keys, and enabling live mode to manage concurrent players.
Learn to launch cross-platform builds with Unity Cloud by configuring Apple certificates, provisioning profiles, and bundle IDs, then commit changes and trigger automatic cloud builds.
Create a custom main menu and network manager in Unity for hosting or joining a game with UNET. Wire up host and join buttons and set the port and address.
Learn to connect the custom network manager to the play level, enable auto create player, and spawn prefabs such as Firebolt, Fireball blue, and Spider-Man.
Do you want to create online worlds like MineCraft or Clash of Clans? Do you feel like you cannot do it because multiplayer is hard to program?
Well, you were right until today. I have looked through dozens of ways to make a multiplayer game, and i came up with the easiest way to make it happen.
This course contains all you need to easily turn any Unity games into online multiplayer platforms. This course will drive you step by step on taking a shooter robots game and turn it into an online multiplayer Free For All game.
The process is fun and it feels great to accomplish such a difficult task.
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MULTIPLAYER MADE EASY
Unity Multiplayer is the easiest way to create real time, networked games for Unity. It’s fast to implement and highly customizable. Unity-provided servers ensure that your players can find and play with each other.
EASY TO IMPLEMENT
Unity Multiplayer uses the component workflow you already know so you can implement and prototype networked features quickly.
FLEXIBLE
Low level APIs grant you access to the core of the Unity Multiplayer’s framework, so you can optimize your game for a networked environment, however you want to.
BACKED BY UNITY
Unity Matchmaker Servers makes it easy to connect your players. Unity Relay Servers brokers network traffic to ensure quality sessions between your players no matter where they are.
GET STARTED NOW
Unity Multiplayer is available to all Unity customers for development purposes at no additional charge. It is totally free to create professional multiplayer games
HANDS ON PROJECT
This course drives you step by step on how to turn a 3D shooter game into a multiplayer game where 2 to 16 players can play simultaneously controlling robots shooting fireballs at eachother, in a fun environment like MineCraft style.
MEGA BONUS
By joining this course, you automatically get for FREE all the project files, the source codes, the graphic files, 3d animations, models, and you also get the published iPhone app and Android it. Life is good!