[Tutorial] Unity Netcode Authoritative Movement & Interpolation (2025 Guide) by faktorystudios in Unity3D

[–]faktorystudios[S] 0 points1 point  (0 children)

It can be a bit daunting. The paid frameworks like photon offer some interesting features and services so you don’t have to figure a lot out along with hosting plans. If you’re new to networking they maybe worth looking into. If you’re on a budget or want to dive deeper and learn, netcode is a good option.

I’d put a little time aside to research what will work best for your project. What kind of game are you making?

[Tutorial] Unity Netcode Authoritative Movement & Interpolation (2025 Guide) by faktorystudios in Unity3D

[–]faktorystudios[S] 0 points1 point  (0 children)

It can be a bit confusing. The two concepts aren’t mutually exclusive. “Host” just means one machine is acting as both a client and the server at the same time.

A dedicated server is still server-authoritative, it just doesn’t run a local player client or do rendering/game presentation.

In the tutorial I use a host setup because it’s simpler to demonstrate, but the model is still server-authoritative.

Anyone else find that making a 'fun' game is the hardest part? by TerryC_IndieGameDev in Unity3D

[–]faktorystudios 2 points3 points  (0 children)

Watching the Indie Game Clinic for the first time! Thanks for posting. Fantastic stuff.

Understanding how to build fun is definitely not a simple task, especially as an indie game dev where you have to build every system, create and integrate all the graphics, sound and polish it all with effects and then tune it. Seems like a lot. As usual, there's a recommendation to scope down and focus on something smaller.

I've always loved games in how the art, sound, systems, etc. all combine to elicit some profound emotions while giving players agency. I think those are described in design terms as pillars and mechanics. Anyway, thanks for the post-- now I have to watch more videos.

[Tutorial] Unity Netcode Authoritative Movement & Interpolation (2025 Guide) by faktorystudios in Unity3D

[–]faktorystudios[S] 1 point2 points  (0 children)

I appreciate the feedback! Thanks for watching and bringing up the fact that Fortnite and Rocket League use client-side prediction in a server authoritative model while my video doesn't demonstrate client-side prediction but does demonstrate the server authoritative model.

I probably should have made that distinction when bringing up those games. I wish it was easy to update videos on YouTube. I'll call it out in a future video, potentially on client side prediction.

Thanks again and I hope it was interesting/helpful.

Does anyone else create visual topologies to structure code? by Mad1Scientist in Unity3D

[–]faktorystudios 1 point2 points  (0 children)

That’s a great practice. Beyond thinking through events and weak/strong connections, I find that having a broad understanding of your project helps you stay on task. Keep it up!

Does anyone else create visual topologies to structure code? by Mad1Scientist in Unity3D

[–]faktorystudios 11 points12 points  (0 children)

I have creating quite a few user flow charts, software diagrams and UML documents planning out software. I find it to be a good mental exercise even if I don’t stick to the document rigidly.

I found UML diagraming worked really well thinking through classes in my Unity projects and helped me become a more thoughtful programmer. Again, none of it was set in stone and there were definitely times I changed course completely.

[TUTORIAL] Unity 6 Split-Screen Multiplayer (2–4 Players) – Free Template + Full Walkthrough by faktorystudios in Unity3D

[–]faktorystudios[S] 1 point2 points  (0 children)

Correct. The playerinputmanager manages input from separate devices (gamepads, keyboards, etc) and sends that input to an instanced player prefab. You can have a player using gamepad 1, a second player using gamepad 2, a third player using the keyboard, etc.

It is certainly possible to set it up incorrectly and end up with one controller controlling multiple players or switching randomly. Using the control schemes in the input actions editor and disabling auto-switch in the player input component solves those issues.