![]() But I could not figure out from it how to do a two player turn based game. I dissected the tanks example, which is really nice and I learned quite some other things from it. ![]() In Photon a function call was a function call. The concept of a server which can only send RPC calls, and clients who can only send commands, this makes things tremendously complicated. What I encountered is incredibly hard to understand conceptually, poorly documented, and simply disappointing. And I was sure they had made it the best there is out there. I read blogs how they hired the best of the best with years of experience. I was sure Unity staff had looked at Photon and how easy it was. And the beauty was, if no server was connected it would automatically switch to local multiplayer without any change of code. I could broadcast messages to all, to all clients etc. I would ask for simple "isServer" and if not do the client stuff, otherwise the server logic. This took me 2 hours for the initial prototype and 1 day to get right. Two players doing turns one after the other, lobby, skillbased matchmaking etc. The thing is: a year ago I added multiplayer to a Unity game of mine using Photon. I can do some pretty awesome stuff in Unity and other environments. I would claim I am by no means a bad developer. Long story short: after around a day I gave up. Two weeks ago there was the global game jam and in the spirit of tackling something challenging I decided to include Unity multiplayer into our small game.
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