A RetroSearch Logo

Home - News ( United States | United Kingdom | Italy | Germany ) - Football scores

Search Query:

Showing content from https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-usecases/ below:

Multiplayer Use Cases sample | Unity Multiplayer

Multiplayer Use Cases sample

The Multiplayer Use Cases Sample provides multiple scenes that explain some APIs, systems, and concepts that you can use with Netcode for GameObjects:

Tutorials​

Each scene includes a tutorial to help you locate the scripts and GameObjects it uses. Follow the tutorial included in each sample scene to learn how to use it.

The tutorials that open with each scene use the Tutorial Framework package. You can open each tutorial at any time from the Tutorials menu.

The Anticipation scene​

The Anticipation scene demonstrates the Client Anticipation feature of Netcode for GameObjects in the following use cases:

The NetvarVsRpc scene​

The NetvarVsRpc scene explains why to use NetworkVariables instead of Remote Procedure Calls (RPCs) to perform state synchronization.

The NetworkVariables scene​

The NetworkVariables scene shows you how to use NetworkVariables to perform state synchronization in a way that also sends the most recent information to late joining or reconnecting clients.

The ProximityChecks scene​

The ProximityChecks scene shows you how to detect the local user and enable or disable in-game actions based on the player character's distance from a GameObject.

The RPCs scene​

The RPCs scene demonstrates the following Remote Procedure Call (RPC) processes:

Additional resources​

RetroSearch is an open source project built by @garambo | Open a GitHub Issue

Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo

HTML: 3.2 | Encoding: UTF-8 | Version: 0.7.4