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How to Make a Multiplayer Game in Unity | Connecting Clients to a Server - Part 1

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Tom Weiland

In this first part of my Unity multiplayer tutorial series, we set up a connection between a server and a client using RiptideNetworking.

Part 2:    • Adding Player Movement | How to Make ...  
Riptide tutorials playlist:    • Riptide Multiplayer Tutorials  

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List of commonly used ports: https://en.wikipedia.org/wiki/List_of...
Pirate game devlogs:    • Multiplayer Pirate Game Devlogs  

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0:00 Intro
0:29 FAQ
0:40 Does RiptideNetworking Cost Money to Use?
1:07 What Platforms Does Riptide Support?
1:35 How Many Players Can Riptide Handle?
1:55 Riptide vs Other Options Like Mirror
2:42 Riptide vs the Solution From the Old Tutorials
3:05 Installation & Project Setup
4:30 Starting the Server
6:10 Connecting the Client
8:03 Connecting via Button & Sending Username
11:56 Handling Username Message on Server
12:58 Spawning Players on the Server
15:09 Sending Spawn Message to Clients
17:13 Handling Spawn Message on the Client
19:40 Testing Time!
20:06 A Few Small Things...
20:37 Outro

#RiptideNetworking #Multiplayer #UnityTutorial #Unity #GameDev

Over the last year I've been working on a C# networking library called RiptideNetworking, and in this tutorial series I show you how to use it to make a multiplayer game in Unity! Multiplayer game dev is difficult and timeconsuming, and Riptide saves you the effort of writing the super low level stuff yourself—it takes care of establishing connections between a client and a server and makes sending data back and forth really easy, while still giving you plenty of control over what your code is doing.

Riptide can be used both in and out of Unity, and it supports a wide variety of game architectures. Whether you need an authoritative server for a competitive shooter you're building or you're just looking to make a multiplayer coop game where players host their own lobbies (sometimes referred to as peer to peer), RiptideNetworking can help you do that.

In this tutorial we set up a server and a client and then connect them, and we take care of spawning in players as well. In the next video we'll be dealing with player movement.

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