Development Log #1 - Multiplayer Networking


Welcome to my first dev log!

In this introductory dev log, I will go through the challenges I faced and what happened in my first week of developing PolyShift. As a beginner game developer, I had no idea exactly how big of task multiplayer really is.  The most basic task of spawning enemies, players, and setting up the cameras for the perspective shifting mechanic became a week-long project!

When I first started, I was still learning the ropes around Unity's Netcode for GameObjects. One of the first challenges I had to through was syncing player and enemy server states while simultaneously detaching cameras for the individual player. Initially, I couldn't even get the player to move on their own as their controllers were synced up. On top of that,  the cameras were all syncing with each other and were not working as intended. 

This is where I learned the importance of server and client-side logic. Adding if-checks such as IsLocalPlayer or IsServer inside your code allows you to easily control what gets processed on the server and on the client. 

By the end of the week, I had learned:

1. How to connect and spawn objects in a multiplayer setting.

2. Why server authority is key for multiplayer.

3.  How to synchronize/desynchronize components in multiplayer networking.

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