Getting started
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addebooi
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Hi!
I'm currently working on a game, which now requires networking. This will be handled by a standalone server (Photon on-premise).
The game will be developed inside Unity3D and messages will be sent/received between the client and the Server.
My question is: How to get started?
I've began working with the Photon, looking into some documentation and understood the fundamental. Such as the Loadbalancing server is a good way to start!
How do i go on from here? Should i download the PuN and start integrating it into the Loadbalancing?
Is there any tutorial to get started from this point? I've found some tutorials, but they seem to bee from V.3 which is outdated.
Any help is appreciated!
Best Regards.
I'm currently working on a game, which now requires networking. This will be handled by a standalone server (Photon on-premise).
The game will be developed inside Unity3D and messages will be sent/received between the client and the Server.
My question is: How to get started?
I've began working with the Photon, looking into some documentation and understood the fundamental. Such as the Loadbalancing server is a good way to start!
How do i go on from here? Should i download the PuN and start integrating it into the Loadbalancing?
Is there any tutorial to get started from this point? I've found some tutorials, but they seem to bee from V.3 which is outdated.
Any help is appreciated!
Best Regards.
0
Comments
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hi, @addebooi
please take a look at documentation page: https://doc.photonengine.com/en-us/pun/current/getting-started/pun-intro
about Realtime: https://doc.photonengine.com/en-us/realtime/current/getting-started/realtime-intro
i may only say that if you do not like to use PUN then you could use realtime .net client lib and add referenece to it into Unity project
best,
ilya0 -
Thanks! I will look into Realtime. The base of the server (none goldplating) is for the players to send a "go to" position to the server, whereas the server calculates the route for the player. The players themselves also calculates the route to mitigate the server-delay, the route of the "object/player" will then be sent to the players so they will be up-to date with the server.
So far it seems like the Realtime lib will solve this with Operations and Events.
Am i understanding this right? Kinda new to when it comes to the Networking area within games!0