![]() ![]() After I familiarized myself with the Editor (by way of the excellent documentation and tutorials provided by Unity), I became determined to host a multiplayer game on Heroku or elsewhere, via whatever means necessary. The Network Manager is a kind of component, and though Unity does much of the hard work in networking for you (should you use this component), it nonetheless adds more complexity to the set of objective relations which define your game.Īs my prior work with socket.io showed, I have a real interest in real-time connectivity over the internet. Frequently, it is some combination of all these behaviors. Scripts (mine for this game are here) sometimes act upon the respective Game Object itself, or sometimes on a specific component, or sometimes on an entirely different Game Object (or even a component on a different Game Object). Components also work much like objects in OOP, and it is amongst these components that C# scripting is also attached and thus introduced to the game scene. ![]() These objects become very complex as further “components” are attached to them. Like in JavaScript, a kind of representational I/O logic governs almost everything you do in Unity, where Game Objects function much like normal objects in OOP. Strictly-typed, there was a bit of a learning curve in adjusting to this new language while simultaneously learning how to relate separate scripts to “Game Objects,” and each other, within the game engine. All scripting is done in C#, which was a new experience for me. Not least among them is the scripting language. ![]()
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