Страница:
Dedicated Servers
Страницы
Attribute Message System
Binary Serialization
BitWriter & BitReader
Connection Approval
Core Components
Custom Transports
Dedicated Servers
Differences from UNET HLAPI
Getting Started
HLAPI Differences
Handshake
Home
Lag Compensation
Library Initialization
Limitations
Message Encryption
Message System
Modularity
NetworkConfig
NetworkProfiler Editor Window
Networked Object Pooling
NetworkedAnimator
NetworkedBehaviour
NetworkedNavMeshAgent
NetworkedObject
NetworkedTransform
NetworkedVar
NetworkingManager
Object & Behaviour Relation
Object Ownership
Object Spawning
Observer
Optimization
Passthrough Messages
Prototype Components
Roadmap
Scene Management
SyncedVars
Targeted Messages
TrackedObject
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Dedicated Servers
Albin Corén редактировал(а) эту страницу 2018-05-30 13:50:09 +02:00
Содержание
The MLAPI is great for designing dedicated servers. (Dedicated server as in a totally separate Unity project for the Server). Here are some reasons to consider running a dedicated server architecture.
Different codebases
Having two different codebases makes the code very easy and straightforward. It's easier to write authoritative code and the lines get less blurred between what's server and what's client executed.
Performance
Due to them being totally separate. You only run the necessary code. You can easily have different collision meshes which allow for easy optimization without any textures and graphics.
Getting Started
The Basics
- Message System
- Object Spawning
- Object & Behaviour Relation
- Modularity
- NetworkedVar
- Scene Management
- Object Ownership
Components
Advanced Topics
- Encryption
- Networked Object Pooling
- Lag Compensation
- BitWriter & BitReader
- Custom Transports
- Optimization
- Network Profiler Window
- Dedicated Servers