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OverviewMultiplayer games don't just run-they perform illusions. Every shot fired, every hit registered, every smooth movement across a chaotic network is a carefully engineered trick. Behind every ""real-time"" moment lies latency, prediction, reconciliation, and thousands of silent decisions made in milliseconds. This book takes you behind that curtain. C# Network Programming: Unity Netcode for GameObjects is your hands-on guide to architecting fast, fair, modern multiplayer systems using Unity's NGO stack. Instead of abstract theory, you'll build a competitive shooter from the inside out-complete with server authority, lag compensation, client-side prediction, state replication, matchmaking, and dedicated servers. Every chapter walks you through real engineering workflows, showing not just the ""how,"" but the why behind each networking decision. The result: a book that feels technical, cinematic, and actionable-giving you the clarity and confidence to build multiplayer features that actually work in production. Key Features Build a complete multiplayer shooter using Unity's Netcode for GameObjects Implement authoritative movement, prediction, interpolation, and reconciliation Master hit detection, lag compensation, snapshot buffers, and rewinding Design real-time combat systems that remain fair even under heavy network strain Configure Unity Relay, Lobby, Matchmaking, and Dedicated Servers Architect secure, cheat-resistant systems with input validation and server control Optimize bandwidth, profiling, serialization, and packet-level performance Why This Book Stands OutInstead of giving you scattered tutorials, this book gives you a unified engineering mindset-one that mirrors how professional multiplayer systems are designed. Every concept builds toward a real, playable project, so you learn by constructing a fully networked game that withstands latency, jitter, player load, and real-world internet behavior. The explanations are clear, modern, and grounded in practical C# patterns, making even advanced networking topics feel approachable and immediately usable. Who This Book Is ForThis book is for Unity developers who want to break into multiplayer engineering without guesswork-whether you're building your first networked prototype, scaling a serious PvP shooter, or transitioning from single-player systems to real-time distributed simulation. It welcomes programmers who want both clarity and depth, and who aspire to build games that feel polished, responsive, and production-ready. What You'll Gain A complete understanding of how real multiplayer games actually run The ability to design authoritative, secure, cheat-resistant systems Confidence to build prediction and reconciliation pipelines that feel smooth The skills to handle lag, packet loss, rewinding, and complex combat logic A professional workflow for spawning, pooling, syncing, and managing entities Mastery of Unity Relay, Lobby, matchmaking, and dedicated server setups Real C# patterns you can reuse across any multiplayer project Full Product DetailsAuthor: Bryan OutisPublisher: Independently Published Imprint: Independently Published Dimensions: Width: 15.20cm , Height: 1.80cm , Length: 22.90cm Weight: 0.445kg ISBN: 9798278318019Pages: 332 Publication Date: 11 December 2025 Audience: General/trade , General Format: Paperback Publisher's Status: Active Availability: Available To Order We have confirmation that this item is in stock with the supplier. It will be ordered in for you and dispatched immediately. Table of ContentsReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |
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