多人游戏开发:深入服务器架构(Authority vs. Client-Side Prediction)、反作弊策略。独立游戏开发:结合...
多人游戏基本结构:Clent/Server,分为Authoritative Server和Non-Authoritative Server两种,前者客户端发送消息,服务器端反馈结果,好处是有效防止客户端作弊,并统一不同客户端之间的物理表现和互动状况,缺陷是存在网络延时,很有可能每发出一个命令要过一段时间才能接收到反馈。解决方法是client-side prediction客户端预测,...
ET - Unity3D Client And C# Server Framework unity-fastpacedmultiplayer - Features a Networking Framework to be used on top of Unity Networking, in order to implement an Authoritative Server with Lag Compensation, Client-Side Prediction/Server Reconciliation and Entity Interpolation Entitas-Sync-Framewor...
server authoritative movement, client side prediction, networking, dedicated server, free, sharding, lag compensation, area of interest, hlapi, multiplayer, hlapi FishNet: Networking Evolved FirstGearGames (185) (1118) Frequently bought together
unity-fastpacedmultiplayer - Features a Networking Framework to be used on top of Unity Networking, in order to implement an Authoritative Server with Lag Compensation, Client-Side Prediction/Server Reconciliation and Entity Interpolation Entitas-Sync-Framework - Networking framework for Entitas ECS. Targ...
Client-Side Prediction and Server Reconciliation (Server Authoritative Model) Host Migration Module (Client Authoritative Model) Auto Reconnection Module Authority Manager (Manage Authoritative Models) Interest Manager (Universal Interest Management fully customizable with modules) Setup Manager (Universal override...
第一阶段:跟着做。跟着 step by step 教程做,大量做。这个阶段的重点是学习 Unity 各种组件的使用(...
多人游戏基本结构:Clent/Server,分为Authoritative Server和Non-Authoritative Server两种,前者客户端发送消息,服务器端反馈结果,好处是有效防止客户端作弊,并统一不同客户端之间的物理表现和互动状况,缺陷是存在网络延时,很有可能每发出一个命令要过一段时间才能接收到反馈。解决方法是client-side prediction客户端预测,...
🏎PredictionInputs are applied immediately & corrected automatically.Preview 🧙♂️General PurposeMirror supports all genres for all your games! 🧘♀️Stable APILong term (10 years) stability instead of new versions! 🔬Battle TestedMirror servers over 100 million players. It just wo...
NATPunchthroughClient - An example implementation of NAT Punchthrough combined with Unity's UNet HLAPI. Unity Physics CSP - Basic implementation of client-side prediction in Unity, so real networking happens, all network traffic is simulated in a single Unity instance. uTextureSendReceive - Unity ...