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Examples
Daniel McGuinness edited this page Apr 12, 2020
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Directory | Chat Example |
This is the most basic example and a great starting place for new developers to Forge Networking. It will go over a program for sending messages between 2 (or more) connected machines.
This example shows how a developer can go about spawning objects so that other connected machines are able to spawn and identify the same objects.
The complex example shows many key concepts and will require more exploration of the code in order to better understand how all the network messages work. Below is a list of key features of the complex example:
- Spawning proxy players
- Changing scenes over the network
- Real time view of other player's camera
- Simple interpolated character controller
- In scene network objects, even when changing between scenes
- Persistent network objects between scenes (player characters)
- Spawning of non-networked objects over the network
Directory | Next |
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Directory | Chat Example |
Getting Started
Network Contract Wizard (NCW)
Remote Procedure Calls (RPCs)
Unity Integration
Basic Network Samples
Scene Navigation
Master Server
Netcoding Design Patterns
Troubleshooting
Miscellaneous
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Connection Cycle Events
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Rewinding
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Network Logging
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Working with Multiple Sockets
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Modify Master and Standalone servers
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NAT Hole Punching
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UDP LAN Discovery
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Offline Mode
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Ping Pong
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Lobby System
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Upgrading Forge Remastered to Develop branch or different version
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Forge Networking Classic to Remastered Migration Guide
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Script to easily use Forge Networking from sources
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Run Two Unity Instances with Shared Assets for Easiest Dedicated Client Workflow