Summary

In this chapter, we covered:

  • The basics of UDP and reliable/unreliable communication
  • Setting up a lobby server
  • What a Network View is
  • How to serialize object state
  • How to send reliable RPCs
  • Hosting game servers and connecting to them
  • Registering servers with the lobby
  • The basics of dedicated servers
  • How to load levels in a networked game

We applied these concepts to create a multiplayer clone of Pong in Unity.

In the next chapter, we will cover a third-party alternative to Unity Networking, known as Photon Unity Networking.

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