Connecting Unity Clients to a Dedicated Server | C# Networking Tutorial - Part 1
In this first part of my C# networking tutorial series, we set up a TCP connection between a dedicated server and a Unity client.
If you get stuck or have questions, ask them on my Discord server: https://tomweiland.net/discord
Kevin Kaymak's channel: https://www.youtube.com/channe....l/UCThwyD-sY4PwFm7EM
List of commonly used ports: https://en.wikipedia.org/wiki/....List_of_TCP_and_UDP_
Compare your code to mine on GitHub: https://github.com/tom-weiland..../tcp-udp-networking/
Building multiplayer games is a complex topic. Since every game has its own specific needs when it comes to networking, any one-size-fits-all options will likely come with a downside. You'll end up making trade-offs between performance, certain features, ease of use, and cost.
So what's the alternative? You can build your own networking solution! That may sound daunting—and it's by no means easy—but by the end of this step by step Unity networking tutorial series, you'll have learned the fundamentals of how to make a multiplayer game in Unity, even if you're completely new to networking! You'll also learn a ton about how not only games, but also how connected software in general use TCP and UDP to communicate. In this Unity multiplayer tutorial series, we'll be building a dedicated game server from scratch, which is essential if you want to prevent cheating.
#UnityTutorial #Multiplayer #Unity3D #Networking #GameDev #Server #Client
"Interplanetary Forest" by Meydän is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/...)
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