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This is what i was looking for. Im currently working on my multiplayer card game and already did the gameplay and ui. All that's left is the multiplayer side of it but i didnt know where to start. Thanks for this! 🎉
it's certainly easier but not easy 😂. I'm making the multiplayer of my second multiplayer card game right now and it's hard AF 🤣. But yeah it's easier than before !
Yes, pay attention to grammar "making multiplayer games has neven been easier" implies that it is now easier than before (or you could say less difficult) it doesnt neccesarily mean it is now very easy
Great timing on this video. I just finished the singleplayer Kitchenchaos tutorial and now I'm starting the multiplayer section. Sounds really hard and I probably won't be doing any multiplayer projects in near future myself, but I'm learning so much from your tutorial series, that I want to finish it all the way now.
Video is really very relevant for me, I always thought that for any network need to write own back-end servers and use queues, sockets. Maybe it's time to trust ready-made solutions on the market as an option, at least for the first time. As always, thank you for your work and sharing real experience!
Friendly reminder that those tools are not the only options, these are only the official ones. If they don't fit your needs you can always search for third-party tools or even make your own
Thank you so much for showcasing all these tools in one unique video! I had no idea how to make my game multiplayer technically speaking, but thanks to you I now have a starting point.
Hello! I've been watching your videos for years, and I really appreciate the valuable library of resources you’ve built-thank you! I have a question about implementing pre-game lobbies in multiplayer games. Specifically, I’d like to know how to set up pre-game lobbies where players can add friends to their team, and then transition these lobbies seamlessly into the main game lobby hosted by the server, similar to what large-scale multiplayer games use.
Great explaination and very informative, however it will be sensational to see a complete breakdown guide in one video in the same order starting from nothing to then adding everything as a tutorial of the decade 😅
This was great! I really wish there was some documentation/resource/tutorial on using Netcode for Entities on a component/OOP project - definitely a gap there!
I really hope unity adds support for client side prediction. It's really really important for most multiplayer games, yet it does not support it yet. Edit: Just heared that Dots Netcode does include Client side predicition which is amazing!
Yup that would be a great addition to NGO. Now that it seems that the core is pretty stable I hope they're working on features like those. I'd love to find some time to research DOTS Netcode to see how that implements it.
Hey, thank for the quick introduction of these tools! I have a question regarding your newly released online game and any online game in general that might encounter this issue. What would you do if your game gets massive online CCU or traffic which will cause the online bill to increase, while the players only payed a fixed price. Do you have some real money economy in your game? How would you balance that and how would you react if the bill surpasses your income? Would you turn off online? This is what keeps me wanting to try to add online to any game, as the bad economy might bring you down fast and even maybe in debt.
The cost for each CCU is really tiny so that would really only be a problem if players played the game 24/7 for years which is pretty much impossible. If you are making a free to play game that is indeed a valid concern, but for a game like this where multiplayer is optional and has a premium price then those costs are unlikely to ever be a concern, as it stands I haven't paid anything at all for the multiplayer tools since I never went past the free limits.
@@CodeMonkeyUnity Thank you, so in case of cost going higher than the sales, just switch to a pay for service/usage model for players right? As I think getting the right micro transaction that might cover the cost in time is a stretch and might not be the right model from the start 👌👍
If you're making a live service game like Apex Legends that you expect people to play continuously for many many years then yes you need some kind of recurring monetization to cover eventual server costs.
a deep dive into the authentication tool would be cool, especially the steam one, as you ahve made steam games before i think it would also be helpful coming from somene experienced!
Hey, I have all the knowledge in the world to make a game but I can't predict the pricing. Can you make a video about how much money you spent on a server and how many people were connected? Really appreciate it.
You are right now the obly teacher that i make me understand unity in very simple and easy way, thank you so much for your hard work ,I am just asking if you can make a friend package explaining it, i tried to read and understand the sample but i didn't learn anything, so please do it if you can, and thank you
Yeah that's one of the tools I'd like to cover in the future, I haven't looked at it yet but I think it should be relatively simple, I think it should only need to use Authentication to get a PlayerId to then add it to some sort of list.
Good overview thank you. Can't wait for a tutorial on Netcode for Entities which still is very different and a much more "your on your own" sort of experience than "Netcode for Gameobjects" :-)
These are Amazing Tools, indeed. 😮 Making Multiplayer Games is Easier... but it also comes with a bigger "Technical Debt' (i.e.: you have to spend some extra time and effort studying the Tools to make them work, or to even discover that they wouldn't work for your particular use case, and pick another one based on your analysis and study of what's available). I guess it won't be 💯 easy ever... because there's always customization and work involved, whether you create it from scratch, or if you use premade Tools and Templates.
You should really really make a tutorial about couch CO-OP. How to create it, how to manage different Player's UI and handle a pre-game lobby where players can join and leave. (like press X to join) , choose characters etc. There is no such tutorial yet out there!
While all these tools are awesome and make things much easier but i have few Notes Before NetCode Unity had Multiplayer Hlapi, UNET, Unity Network. and Non have a long term support Making Unity missing a Multiplayer/Network Solutions for a very long time So any developer will go for alternative either do his Own Network solution or Use third party assets(Photon,Mirror,etc). I don't mind Using Netcode for GameObject but will it have Long term support? I can't use it in my game then suddenly it's no longer supported leaving me with many Bugs that i can't deal with. Thanks
That's a valid question, Netcode for Game Objects used to be called MLAPI (Unity bought it) which has existed since 2019 I believe so it has been around for a whie. And looking at the latest Unite they are clearly still pushing for it hard, so I definitely expect it to be actively supported for a long time
I 💯 agree, I used UNET as it was dying, then used third-party tools such as PUN and Mirror, then I used MLAPI that just disappeared one day, so I went and tried Photon Fusion: the successor to PUN didn't enjoy version 1.0/1.1 all that much it was quite annoying, so I just stopped. I saw NetCode for GO/DOTS: although this one looks it may be around for a while, I've simply got fatigue and trust issues when it comes to their own Network solutions. The one I want to check out is Fish-Net, I've heard good things and am looking forward to it.
Yeah don't bother they completely butchered MLAPI which was fantastic library before those unity tools bought it. Pun, mirror, mirage current proper free options. Ur welcome
How do you feel about using fish networking over NetCode for game objects? As fish networking seems far more developed and can do everything NetCode can do and more.
what about Multiplayer board games like for example simple Tic-Tac-Toe games ,card multiplayer games , chess or any Kind of (Board Multiplayer Games) can make a video of how we can make a game like that or you can make a tutorial for principles of making a Multiplayer board game that would be great
It's all the same, data is just data. Instead of synchronizing a player position, like in my Kitchen Chaos course, you would just synchronize some kind of board action. Then if you want you could also make it asynchronous like I did it here unitycodemonkey.com/video.php?v=EEQfSmK1nXA
Ideally, anything. The goal isn't to memorize the code in the course, the goal is to learn problem solving skills so you can then make any game you can imagine. But that's also a skill that takes time, so after you go through it build some simple games like Flappy Bird and Snake to test your newly acquired skills
Hi Code monkey , i really love your videos so can u make tutorial for the materials in unity like it is the most thing that i dont know how to use it right
Halfway through the multiplayer-part of the course and wanted to start creating a multiplayer game next month, so lucky timing! :D I wanted my final game to be in the scale of a MOBA-game (e.g. 5vs5 fights with minion-npc, skills, items..) with NGO - now i am worried that it is too big for NGO and i need to use DOTS, wich i don't know anything about. Is it worth start working on it with NGO in mind anyway? (You mentioned its possible to mix DOTS and "normal", although i have no clue how that works)
I think for that scale it could still work with NGO, it all depends on how many tracked objects in total, but it would definitely be pushing it to the limits, so perhaps Netcode Entities might be best for that scenario I haven't yet used Netcode Entities myself but the way you mix them is you simply have all the netcode logic using Entities then for all your visuals, UI, etc, you can use regular game objects and interact with entities through the EntityManager.
Don't use either it'll make your life miserable. Look at solutions made by competent people, PUN is good start, the easiest for sure, other good options mirror, mirage
Hey Code Monkey, do you have any tips on client / server integration testing in Unity. I'm currently working on this (not UGS) and it's a wee bit painful, particularly the setup.
Hmm not really, that's an area I don't have much experience in, I know Unity has tons of DevOps tools but I'm not familiar with what they do or how they work
@@CodeMonkeyUnity I've not looked either as I'm just testing in the editor with the client and server objects in the same scene (it's actually a master server but i didn't want to over complicate the question). Not to worry, I have it working just the tests are a bit of a chore, some are harder to write than the code, maybe because I never liked the look of coroutines and I've steered clear of them up to this point. :)
Idk, for me it always seems like to much work to write automated tests for networking, it'd certainly be helpful, but I always just made minimal test scene where I tested manually some features+ just good old testing by playing game and debugging as needed
@@Angry-Lynx It is a pita but it's really useful for creating n number of clients and doing weird and wonderful things to try and break the server. I also want to make it as robust as possible as I plan to release it as an asset one day.
Hello, Code Monkey. I have been studying C Sharp on my own for over 3000 hours since I wrote "Hello World!" I study C Sharp and take information wherever I have to, from articles or from videos, since I don't have finances for the institute and the like. Please tell me, can I learn programming on my own if I don't have the opportunity to go to college?
I can tell you that I never completed college, (I tried going twice but failed both times) so all the knowledge I have is self taught, so yes you can do that. As for getting a job, that part might be harder if companies where you're from specifically request a degree, but you can definitely get much more knowledge just by yourself with an internet connection
I never even took High School. I work as a Senior IT Operations Engineer. If you just have the will and dedication to do something it is possible, don't let anyone hold you back. With an internet connection you have the entire knowledge of the world available, you are only limited by your own capacity to learn. So go out there and fulfill your dreams!
Hello, Code Monkey. Thanks for the reply. There is one more request for you. Record a video on how to learn and consolidate the information you receive.
Hello Codemonkey, I am very grateful for all your videos. I have a question, how much is the cost of the servers in relation to the ccu? I have searched for information about it and I have not found any plans for Unity's game server hosting, the matchmaker, lobby...
Never been easier because these services are not for free and they cost a very hefty amount If you dont have a solid monitization method then you will be done for
I just published my game recently and I haven't had to pay one cent. If you are an indie dev like me making premium games then the free tiers are very generous If you are making free to play games then yes you absoltuely need a monetization strategy to pay for servers
@@CodeMonkeyUnity please consider making a video on this matter in particular to share your experience,,, e.g. used provider and why you chose it... Utilizing the free tier and your own approaches... High level overview of your own general devlopment and testing online feature approach Thank you
If you use Host in NGO then yes there's no built in Host migration, not sure if Netcode for Entities has it or not. With Game Server Hosting you have dedicated servers so it doesn't need host migration.
So should I try to learn this instead of Photon? I am new to multiplayer games and I am making small games to understand how it works, but should I use Netcode instead and try to learn that?
What is the free limit on Unity Relay? How many users can you have playing concurrently for free before you are charged? Is there a maximum number of hosts a game can have? Or like 100 people? Because a game like Lethal Company which has over 250k concurrently players peak. How would that work, would the bill be insane or something?
50 concurrent users, hosts count the same as users Yes Lethal company would pay quite a bit, a couple thousand, which is not much compared to the tens of millions of dollars the game has made.
@@CodeMonkeyUnity True. If you have a lot of CCU it also means the game is doing great which shouldn't be an issue then. One more thing, I read somewhere that Steam P2P is free of cost. So does it mean the cost only comes through if a relay is used? I'm sorry if this is confusing. Thanks for every reply though.
Yeah I believe Steam's Relay is free, the only downside is it only works on Steam. So if you publish your game on Xbox/Switch/Epic Game Store then you can't use it
@@CodeMonkeyUnity Yeah sorry I butchered that! lol. Yeah it's not as popular, but I've seen a couple videos about people using it and it looks pretty smooth! Their Discord also has a lot of talk from Users. Hopefully it can become more popular soon and they're also making a port for Unreal Engine which would also be nice for UE Users
Like asynchronous multiplayer? There's no built in tool, but you may be able to do that mixing Cloud Code and Cloud Save, or use any cloud provider like Azure unitycodemonkey.com/search.php?q=azure
@@CodeMonkeyUnity It's not asynchronous. IGYG = I go, you go. Meaning I do my turn it resolved, save, you now do your turn, it resolves, save it, then it is back to me. Think of how chess plays.
@@CodeMonkeyUnity any update on this? Looking at things I am not sure what the state of Netcode for Gameobjects is regarding steam integration. Most tutorials use Mirror?
Hi CodeMonkey, you say you reply to all your comments so i thought i would ask. I want to make game, with multiplayer, and lately i have read alot about FishNet Networking, but idk is unity multiplayer better if i want to make battle royale?
I have only ever used Netcode for Game Objects but I've heard great things about all other options like Fishnet, Mirror, Photon. So really just pick one and learn it
So should use Netcode for Gameobjects or Entities if i want to make a mobile versus game up to 4 players in a lobby since GameObjects is for smaller projects but for Coop?
If you need super fast paced synchronization or massive amount of objects, yes use Netcode for Entities. If you're making a relatively small scale co op game, use NGO
Code monkey I´d like to know how to make a local multiplayer game with no servers or something like that, only multiplayer with conexion whther wifi or bluethoot 🙏🙏🙏🙏🙏🙏. Which tool would you recomend???
For local wifi/LAN you can use Netcode for Game Objects, just connect to a local IP´ For Bluetooth I'm not sure that's supported by NGO, Bluetooth isn't usually used for high speed gaming, so for that you'd look into some kind of Bluetooth connector and handle the data transfer yourself.
@@CodeMonkeyUnity I didnt know that Netcode for gameobject could be use that way, I'll try to figure out how to implement it on my game, many thanks for your aswer It was so much usefull. For the lobby then I'll Just use Lobby xd, saludos desde Honduras 🇭🇳
It's probably not ideal for that kind of scale, maybe you could do it by synchronizing very little data for each enemy, but you're probably better off looking into Netcode for Entities
If your main concern is in terms of trust, then the only person who can answer that is you However if your main concern is the fee itself, ask yourself how likely is your game to sell a million copies? And if it does, would a 2,5% rev share be too much?
What network system is better for mid scale project The game I'm trying to make is fps with about 20max Player I don't think the host I will be have 20 nessery in fact I'm pretty confident 3 8 players the is the swit spot My game is more like old fps in scale and mekanics that means the Player's collect item for the map the alose means it's lobby base and I will make sure to have lan not only only option Think the scale off the multiplayer something like half life 1 and unreal tournament.
It depends on how many object total you're tracking, not just the players. But with that player amount you're really on the edge of NGO, so if that large amount is essential then Netcode for Entities is probably best. But if you limit it to 8 NGO will probably work fine Is it multiplayer? Competitive shooter? If yes then yeah use Netcode for Entities
@@CodeMonkeyUnity to be honest im not sure abut this part because each player have 1 character model Hoeven the need to keep track wich weapon the hodl some bullet projectile and it may and some moving part on the map as well my question is if start using netcode for game object and run out objects that handle is eny way to reduce those i mean what i will happen spone more stuff that the host handle ? my game for thos stuff you say the need networking for some form Relay, Matchmaking, lobby, and it may add vivox friends but im not sure about it yet i will prefer if use netcode for game objects because i have 0 idea how dots work's. i will not say i will 100% Competitive shooter its more like half life 1 it's try to be balance and stuff like that but if i will not sacrifice the fan off the player in the order to by 100% Competitive it's host base game and i wand the option to enter and leave the game in middle off the Mach
Dude solve my Mystery please, Do i need to Solve Leetcode problems to Become a Gud developer?? Cause im using unity Last 2 years im gud at programming I can create all mechanisms myself with bit ai help But when i Went Leetcode i Feel Ashamed
Leetcode is more about learning data structures and algorithms, not necessarily game logic So it certainly helps just like it helps with any kind of programing, but not necessarily directly applicable to game dev
@@CodeMonkeyUnity hi, i had trouble building a working lobby, and in the gameplay scene, i made a mess with the server RPC commands and network variables, some animations were synchronized, others weren't, i couldn't figure out how to get the server to start the "victory / lose" scene when there's only 1 player left
Btw, in case you haven't heard yet. Game Maker has gone back to a lifetime license model for their professional license and you can export games using the free license if you are making a noncommercial game. It's basically the new flash.
Hello @codemonkey, I would love to see an authentication tutorial. Looked simple but apparently it's not :D Thanks for the knowledge sharing, continue the amazing job you do!
I made a super quick one ua-cam.com/video/1KSKRaacdKE/v-deo.html For anonymous sign it is it extremely easy. If you want to implement one of the many identity providers it does get a bit tricky. They are all slightly different so it makes it tricky to make a tutorial that is applicable to all. I talked about how I implemented the specific Facebook login on the UGC video unitycodemonkey.com/video.php?v=ShZUu5JwwyY
Same issue as all the other built-in multiplayer stuff for the other engines: it does not work with steam multiplayer, which is where everyone releases their games nowadays, so you lose out on all of that functionality (steam lobbies/friends/blocklists etc). so you'll need to have some way of finding out each other's IP for peer networking, or host your own server.
Not sure what you mean, you can definitely replace the Unity Transport for a Steam Transport, you can definitely implement Steam friends support to automatically send lobby invites, you can implement Steamworks and show Steam friends directly in game. Nothing in any of these tools prevents you from using Steam so I'm really not sure what you're referring to.
@@CodeMonkeyUnity I will clarify: I do not mean that using the above precludes you from using steam, but rather that it does not integrate well WITH steam. For example: while you can send an invite to a friend over steam (using steam API) that triggers their game to load the game and join a lobby, you are not joining a steam lobby, but rather one of the 3rd party ones mentioned in the video. This is because you do not know the other person's IP (steam does not reveal this to you). This forces you to use something like relay for peer networking. This also means that you are unable to use the built in lobby functionality of steam, which handles a lot of the stuff like matchmaking with nearby/far peers and blocks etc. My fervent wish is to be able to use these helper nodes like multiplayerspawners and translators that keep all clients up to date easily within steam, but since you're forced to manage steam packets directly I'm not sure there is an obvious built-in solution for this. If you are saying switching the transport from Unity to Steam enables you to do this that'd be huge, and I will admit if I made a mistake here, not knowing about that. In any case I feel a little bad being a wet blanket; just letting out my frustration on trying to deal with steam.
I guess that depends on your definition of success, my games have grossed over $1mil which to me is pretty successful unitycodemonkey.com/video.php?v=sfD4MMFcebE
You can't make a fast paced multiplayer fps with Unity without having a dedicated team for it, because it doesn't have client prediction. Just finished a prototype with their latest version with lobby and relay and it is still clunky as hell. Far, very far from anything that would be easy to use for indie game devs for production. The amount of bandwidth their transport currently uses it's also insane. Overall I'd give it 3/10 for usability, while they have a ton of useful shiny services and have made that bit easy to use. Not impressed at the slightest.
Hey everyone sorry but ive been stuck at one part of my game for about 4 days now and i cant find a way to fix it. Its multiplayer using NetCode. when i run the build the host moves and rotates and does all of its imputs correctly. But the Client controls both the clients spawned object and the hosts, please desperate for help at this point. PPS Ive probably learnt more from your channel than i have from anyone else including my lecturers :).
Sounds like you just forgot to add the IsOwner check in your code, each player script should only be controlling the local object unitycodemonkey.com/video.php?v=3yuBOB3VrCk
Yes if you have a competitive shooter then you should indeed be using Netcode Entities. Although technically it's still possible to use NGO, you just have to build a lot of stuff yourself
@@CodeMonkeyUnity What is better though? If I want N4E then I have to learn DOTS then convert everything. Or is it better to stick with NGO and implement client side prediction and other systems by myself?
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You're doing a great job for both Unity and its students. Hope you're getting paid by Unity, you're awesome man!
This is what i was looking for. Im currently working on my multiplayer card game and already did the gameplay and ui. All that's left is the multiplayer side of it but i didnt know where to start. Thanks for this! 🎉
it's certainly easier but not easy 😂. I'm making the multiplayer of my second multiplayer card game right now and it's hard AF 🤣. But yeah it's easier than before !
Yeah multiplayer is always going to have some complexity, but comparing these tools to what existed 10 years ago is a massive difference!
I prefer the old Photon and Playfab☕️
Yes, pay attention to grammar "making multiplayer games has neven been easier" implies that it is now easier than before (or you could say less difficult) it doesnt neccesarily mean it is now very easy
@@NachitenRemixYep, I didn't contradict that 😊
my monitor had way less hz 10 years ago and was much thicker and heavier, but yes, its still a complex product@@CodeMonkeyUnity
I've been playing around with Unity for a while, and have been thinking about trying a multiplayer game. Looks like it's time to give it a try.
Great timing on this video. I just finished the singleplayer Kitchenchaos tutorial and now I'm starting the multiplayer section. Sounds really hard and I probably won't be doing any multiplayer projects in near future myself, but I'm learning so much from your tutorial series, that I want to finish it all the way now.
Nice! Multiplayer is indeed more challenging but also very doable thanks to all these awesome tools
Video is really very relevant for me, I always thought that for any network need to write own back-end servers and use queues, sockets.
Maybe it's time to trust ready-made solutions on the market as an option, at least for the first time.
As always, thank you for your work and sharing real experience!
Friendly reminder that those tools are not the only options, these are only the official ones. If they don't fit your needs you can always search for third-party tools or even make your own
I never got used to those multiplayer tools, so I coded my own WebSocket Server in nodeJs and it's working like a charm
Yup you always have the option of building your own
Clear, concise synopsis. Well done.
Thank you so much for showcasing all these tools in one unique video! I had no idea how to make my game multiplayer technically speaking, but thanks to you I now have a starting point.
Best of luck with your game idea!
Omg you literally drop a video on multiplayer games, I was just watching your Kitchen Chaos video from start to end for the same thing!
Thanks very much! Please make more tutorials on the tools featured!
Considering the latest unity blunders, they should pay you for being better PR than they are.
Hello! I've been watching your videos for years, and I really appreciate the valuable library of resources you’ve built-thank you! I have a question about implementing pre-game lobbies in multiplayer games. Specifically, I’d like to know how to set up pre-game lobbies where players can add friends to their team, and then transition these lobbies seamlessly into the main game lobby hosted by the server, similar to what large-scale multiplayer games use.
Great explaination and very informative, however it will be sensational to see a complete breakdown guide in one video in the same order starting from nothing to then adding everything as a tutorial of the decade 😅
This was great! I really wish there was some documentation/resource/tutorial on using Netcode for Entities on a component/OOP project - definitely a gap there!
I definitely would like to research it, it's been on my to-do list for ages but haven't found the time yet
good video, excelent, I think only the Economy topic for in-game coins and Cloud Save for data storage are missing, good job
I really hope unity adds support for client side prediction. It's really really important for most multiplayer games, yet it does not support it yet.
Edit: Just heared that Dots Netcode does include Client side predicition which is amazing!
Yup that would be a great addition to NGO. Now that it seems that the core is pretty stable I hope they're working on features like those.
I'd love to find some time to research DOTS Netcode to see how that implements it.
Have you tried Mirror? I like the fact that it is a framework where you can develop both the server and client side in one place.
Nope never used it but I heard that it's great!
@@CodeMonkeyUnity try it in VR and make a tutorial about it that will hit for sure ;)
Use fish networking for the next level
Hey, thank for the quick introduction of these tools!
I have a question regarding your newly released online game and any online game in general that might encounter this issue.
What would you do if your game gets massive online CCU or traffic which will cause the online bill to increase, while the players only payed a fixed price.
Do you have some real money economy in your game?
How would you balance that and how would you react if the bill surpasses your income?
Would you turn off online?
This is what keeps me wanting to try to add online to any game, as the bad economy might bring you down fast and even maybe in debt.
The cost for each CCU is really tiny so that would really only be a problem if players played the game 24/7 for years which is pretty much impossible.
If you are making a free to play game that is indeed a valid concern, but for a game like this where multiplayer is optional and has a premium price then those costs are unlikely to ever be a concern, as it stands I haven't paid anything at all for the multiplayer tools since I never went past the free limits.
@@CodeMonkeyUnity Thank you, so in case of cost going higher than the sales, just switch to a pay for service/usage model for players right? As I think getting the right micro transaction that might cover the cost in time is a stretch and might not be the right model from the start 👌👍
If you're making a live service game like Apex Legends that you expect people to play continuously for many many years then yes you need some kind of recurring monetization to cover eventual server costs.
@@CodeMonkeyUnity Thanks, that put some light on my doubts 🙏
a deep dive into the authentication tool would be cool, especially the steam one, as you ahve made steam games before i think it would also be helpful coming from somene experienced!
Hey, I have all the knowledge in the world to make a game but I can't predict the pricing.
Can you make a video about how much money you spent on a server and how many people were connected? Really appreciate it.
You are right now the obly teacher that i make me understand unity in very simple and easy way, thank you so much for your hard work ,I am just asking if you can make a friend package explaining it, i tried to read and understand the sample but i didn't learn anything, so please do it if you can, and thank you
Yeah that's one of the tools I'd like to cover in the future, I haven't looked at it yet but I think it should be relatively simple, I think it should only need to use Authentication to get a PlayerId to then add it to some sort of list.
Good overview thank you. Can't wait for a tutorial on Netcode for Entities which still is very different and a much more "your on your own" sort of experience than "Netcode for Gameobjects" :-)
Obrigado pelas dicas. Principalmente a respeito do Unity Netcode e Analytics.
These are Amazing Tools, indeed. 😮
Making Multiplayer Games is Easier... but it also comes with a bigger "Technical Debt' (i.e.: you have to spend some extra time and effort studying the Tools to make them work, or to even discover that they wouldn't work for your particular use case, and pick another one based on your analysis and study of what's available).
I guess it won't be 💯 easy ever... because there's always customization and work involved, whether you create it from scratch, or if you use premade Tools and Templates.
Yup it's always up to the developer to use the tools in the way that best suits them
@@CodeMonkeyUnity yes.
Thank you for making these videos, they are very helpful.
Have a nice day teacher.
Never heard about Overcooked! before, but it looks like an inspiration for your Kitchen Chaos course... :)
Yup! It's a great simple design that made it perfect for a co-op game example. I highly recommend the game, it's really fun!
This was an incredible video. W Unity sponsor.
You should really really make a tutorial about couch CO-OP. How to create it, how to manage different Player's UI and handle a pre-game lobby where players can join and leave. (like press X to join) , choose characters etc.
There is no such tutorial yet out there!
Yup that's definitely something I plan to cover in the future because it's something I plan to add to my own game
While all these tools are awesome and make things much easier but i have few Notes
Before NetCode Unity had Multiplayer Hlapi, UNET, Unity Network. and Non have a long term support
Making Unity missing a Multiplayer/Network Solutions for a very long time So any developer will go for alternative either do his Own Network solution or Use third party assets(Photon,Mirror,etc).
I don't mind Using Netcode for GameObject but will it have Long term support?
I can't use it in my game then suddenly it's no longer supported leaving me with many Bugs that i can't deal with.
Thanks
That's a valid question, Netcode for Game Objects used to be called MLAPI (Unity bought it) which has existed since 2019 I believe so it has been around for a whie.
And looking at the latest Unite they are clearly still pushing for it hard, so I definitely expect it to be actively supported for a long time
I 💯 agree, I used UNET as it was dying, then used third-party tools such as PUN and Mirror, then I used MLAPI that just disappeared one day, so I went and tried Photon Fusion: the successor to PUN didn't enjoy version 1.0/1.1 all that much it was quite annoying, so I just stopped.
I saw NetCode for GO/DOTS: although this one looks it may be around for a while, I've simply got fatigue and trust issues when it comes to their own Network solutions.
The one I want to check out is Fish-Net, I've heard good things and am looking forward to it.
Yeah don't bother they completely butchered MLAPI which was fantastic library before those unity tools bought it.
Pun, mirror, mirage current proper free options.
Ur welcome
How do you feel about using fish networking over NetCode for game objects? As fish networking seems far more developed and can do everything NetCode can do and more.
I've heard great things about pretty much all networking tools, FishNet, Mirror, Photon, NGO, all are extremely capable
Any option is better than what unity craps out.
It's like they have magic wand 🪄 with whatever they touch turns to 💩
Ha-ha, and here is me, trying to build my own game server completely from scratch :)
what about Multiplayer board games like for example simple Tic-Tac-Toe games ,card multiplayer games , chess or any Kind of (Board Multiplayer Games) can make a video of how we can make a game like that or you can make a tutorial for principles of making a Multiplayer board game that would be great
ua-cam.com/play/PLHcOLPSLOK7OiZ2Gr6oNPqFlF93iTskmm.html
It's all the same, data is just data. Instead of synchronizing a player position, like in my Kitchen Chaos course, you would just synchronize some kind of board action.
Then if you want you could also make it asynchronous like I did it here unitycodemonkey.com/video.php?v=EEQfSmK1nXA
What kind of game we build after following your free course.
Ideally, anything. The goal isn't to memorize the code in the course, the goal is to learn problem solving skills so you can then make any game you can imagine. But that's also a skill that takes time, so after you go through it build some simple games like Flappy Bird and Snake to test your newly acquired skills
Great video, more on this topic please!
please create a tutorial about how to manage if I close my internet and start again in the netcode game.
Hi CodeMonkey, I have a question: Do you use EasySave asset? Is it better to write your own save system or is EasySave enough?
I haven't used it yet but I have heard great things about it, I think it's the highest rated save system on the store so it's probably very good
Hi Code monkey , i really love your videos so can u make tutorial for the materials in unity like it is the most thing that i dont know how to use it right
Great video, thank you
Relay can also be replaced with Steamworks Relay, btw. Which is free and everyone trusts Steam, although you're tied to Steam lol
Halfway through the multiplayer-part of the course and wanted to start creating a multiplayer game next month, so lucky timing! :D
I wanted my final game to be in the scale of a MOBA-game (e.g. 5vs5 fights with minion-npc, skills, items..) with NGO - now i am worried that it is too big for NGO and i need to use DOTS, wich i don't know anything about. Is it worth start working on it with NGO in mind anyway? (You mentioned its possible to mix DOTS and "normal", although i have no clue how that works)
I think for that scale it could still work with NGO, it all depends on how many tracked objects in total, but it would definitely be pushing it to the limits, so perhaps Netcode Entities might be best for that scenario
I haven't yet used Netcode Entities myself but the way you mix them is you simply have all the netcode logic using Entities then for all your visuals, UI, etc, you can use regular game objects and interact with entities through the EntityManager.
Thank you for the feedback, it helps a lot :D
Don't use either it'll make your life miserable.
Look at solutions made by competent people, PUN is good start, the easiest for sure, other good options mirror, mirage
Hey Code Monkey, do you have any tips on client / server integration testing in Unity. I'm currently working on this (not UGS) and it's a wee bit painful, particularly the setup.
Hmm not really, that's an area I don't have much experience in, I know Unity has tons of DevOps tools but I'm not familiar with what they do or how they work
@@CodeMonkeyUnity I've not looked either as I'm just testing in the editor with the client and server objects in the same scene (it's actually a master server but i didn't want to over complicate the question). Not to worry, I have it working just the tests are a bit of a chore, some are harder to write than the code, maybe because I never liked the look of coroutines and I've steered clear of them up to this point. :)
Idk, for me it always seems like to much work to write automated tests for networking, it'd certainly be helpful, but I always just made minimal test scene where I tested manually some features+ just good old testing by playing game and debugging as needed
@@Angry-Lynx It is a pita but it's really useful for creating n number of clients and doing weird and wonderful things to try and break the server. I also want to make it as robust as possible as I plan to release it as an asset one day.
First time i see your face and honestly u sound nerdy but look extremely chad-ly.
chad jumpscare
Hello, Code Monkey. I have been studying C Sharp on my own for over 3000 hours since I wrote "Hello World!" I study C Sharp and take information wherever I have to, from articles or from videos, since I don't have finances for the institute and the like. Please tell me, can I learn programming on my own if I don't have the opportunity to go to college?
I can tell you that I never completed college, (I tried going twice but failed both times) so all the knowledge I have is self taught, so yes you can do that.
As for getting a job, that part might be harder if companies where you're from specifically request a degree, but you can definitely get much more knowledge just by yourself with an internet connection
If you're looking for a start. Codeacademy has many free interactive courses to get you started.
I never even took High School. I work as a Senior IT Operations Engineer.
If you just have the will and dedication to do something it is possible, don't let anyone hold you back.
With an internet connection you have the entire knowledge of the world available, you are only limited by your own capacity to learn.
So go out there and fulfill your dreams!
Hello, Code Monkey. Thanks for the reply. There is one more request for you. Record a video on how to learn and consolidate the information you receive.
use chat bots to help learn they are great help for that imo
It seems to have same features as Photon just a little better, I don't really see a reason to relearn it considering the hosting difference.
These tools are modular, you can use many of these in conjunction with Photon.
Hello Codemonkey, I am very grateful for all your videos.
I have a question, how much is the cost of the servers in relation to the ccu? I have searched for information about it and I have not found any plans for Unity's game server hosting, the matchmaker, lobby...
The pricing page has all the details unity.com/solutions/gaming-services/pricing
Never been easier because these services are not for free and they cost a very hefty amount
If you dont have a solid monitization method then you will be done for
I just published my game recently and I haven't had to pay one cent. If you are an indie dev like me making premium games then the free tiers are very generous
If you are making free to play games then yes you absoltuely need a monetization strategy to pay for servers
@@CodeMonkeyUnity please consider making a video on this matter in particular to share your experience,,, e.g. used provider and why you chose it... Utilizing the free tier and your own approaches... High level overview of your own general devlopment and testing online feature approach
Thank you
But this all things don't have host migrations 😅
If you use Host in NGO then yes there's no built in Host migration, not sure if Netcode for Entities has it or not.
With Game Server Hosting you have dedicated servers so it doesn't need host migration.
Fishnet is the best choice to go with
1st comment
But this video has come on time for me, I am making my multiplayer game and things are going crazy
Best of luck with the game!
Holy shit bro, you got that drip with that new hair, thanks for the tips :D
do you have any free/payed courses about netcode for entities?
Not yet but it's definitely on my to-do list for the future as soon as I can find the time
im not even a game developer, still here!
So should I try to learn this instead of Photon? I am new to multiplayer games and I am making small games to understand how it works, but should I use Netcode instead and try to learn that?
Both are great tools, you can't go wrong with either of them, so just pick one and learn it
Photon good option to learn multi, cuz it's easy. Avoid unity made solutions, they incompetent
What is the free limit on Unity Relay? How many users can you have playing concurrently for free before you are charged? Is there a maximum number of hosts a game can have? Or like 100 people? Because a game like Lethal Company which has over 250k concurrently players peak. How would that work, would the bill be insane or something?
50 concurrent users, hosts count the same as users
Yes Lethal company would pay quite a bit, a couple thousand, which is not much compared to the tens of millions of dollars the game has made.
@@CodeMonkeyUnity True. If you have a lot of CCU it also means the game is doing great which shouldn't be an issue then.
One more thing, I read somewhere that Steam P2P is free of cost. So does it mean the cost only comes through if a relay is used? I'm sorry if this is confusing. Thanks for every reply though.
Yeah I believe Steam's Relay is free, the only downside is it only works on Steam. So if you publish your game on Xbox/Switch/Epic Game Store then you can't use it
Man, your content is great however hence I'm not a native I barely understand what you're saying. Have to reduce play speed a bit to grasp
Hey there's also Coherus which is pretty new!
Coherence? Looking at the website it looks pretty capable but I haven't heard much from actual users
@@CodeMonkeyUnity Yeah sorry I butchered that! lol.
Yeah it's not as popular, but I've seen a couple videos about people using it and it looks pretty smooth! Their Discord also has a lot of talk from Users. Hopefully it can become more popular soon and they're also making a port for Unreal Engine which would also be nice for UE Users
They also have a video showing how they setup multiplayer in a few minutes on their UA-cam that makes it look so seamless 😲
Do they have IGYG server? I do a turn upload data, you pull the save file, you go, you upload the save file, I pull the data, I go, so on.
Like asynchronous multiplayer? There's no built in tool, but you may be able to do that mixing Cloud Code and Cloud Save, or use any cloud provider like Azure unitycodemonkey.com/search.php?q=azure
@@CodeMonkeyUnity It's not asynchronous. IGYG = I go, you go. Meaning I do my turn it resolved, save, you now do your turn, it resolves, save it, then it is back to me.
Think of how chess plays.
As far as I am aware, your game is purely on Steam. How come you don't utilize Steams relay?
Just because I haven't had the time to implement it yet, I will be adding the various Steam features in future updates
@@CodeMonkeyUnity any update on this? Looking at things I am not sure what the state of Netcode for Gameobjects is regarding steam integration. Most tutorials use Mirror?
Hi CodeMonkey, you say you reply to all your comments so i thought i would ask.
I want to make game, with multiplayer, and lately i have read alot about FishNet Networking, but idk is unity multiplayer better if i want to make battle royale?
I have only ever used Netcode for Game Objects but I've heard great things about all other options like Fishnet, Mirror, Photon.
So really just pick one and learn it
I have a question... u can make MP Game using relay but working server side?, i mean, for security and all of that thanks!
Yes, Relay just handles transporting the packets through a 3rd server, it does not force or limit client vs host authrority
Cool but is this supported in unreal engine as well or just limited to unity????
Some of these tools are engine agnostic, like for example Game Server Hosting and Vivox are used by Apex Legends which is not made with Unity
So should use Netcode for Gameobjects or Entities if i want to make a mobile versus game up to 4 players in a lobby since GameObjects is for smaller projects but for Coop?
If you need super fast paced synchronization or massive amount of objects, yes use Netcode for Entities.
If you're making a relatively small scale co op game, use NGO
@@CodeMonkeyUnitythank you
When you said moltyplayer games you meant co op??
Netcode for Game Objects is primarily meant for co-op games
Netcode for Entities is more suitable for fast paced competitive games
does Unity also offer a database solution where i can create different tables ?
No, for that you'd probably use something like Azure unitycodemonkey.com/video.php?v=EEQfSmK1nXA
Can you make vodeo about monitize. your game with admob and... All ways
Code monkey I´d like to know how to make a local multiplayer game with no servers or something like that, only multiplayer with conexion whther wifi or bluethoot 🙏🙏🙏🙏🙏🙏.
Which tool would you recomend???
For local wifi/LAN you can use Netcode for Game Objects, just connect to a local IP´
For Bluetooth I'm not sure that's supported by NGO, Bluetooth isn't usually used for high speed gaming, so for that you'd look into some kind of Bluetooth connector and handle the data transfer yourself.
@@CodeMonkeyUnity I didnt know that Netcode for gameobject could be use that way, I'll try to figure out how to implement it on my game, many thanks for your aswer It was so much usefull.
For the lobby then I'll Just use Lobby xd, saludos desde Honduras 🇭🇳
Hello @codemonkey, is it possible to create a vampire survivors like game using NGO? I've heard that you can't use many network objects.
It's probably not ideal for that kind of scale, maybe you could do it by synchronizing very little data for each enemy, but you're probably better off looking into Netcode for Entities
@@CodeMonkeyUnity thank you very much
ugh... should i keep on goin using unity? after the recent fee etc...
don't ask this from UA-cam comments. Choose yourself.
If your main concern is in terms of trust, then the only person who can answer that is you
However if your main concern is the fee itself, ask yourself how likely is your game to sell a million copies? And if it does, would a 2,5% rev share be too much?
I'm missing Mirror+Steamworks on that list 😊
Yup you can definitely do that!
What network system is better for mid scale project
The game I'm trying to make is fps with about 20max Player
I don't think the host I will be have 20 nessery in fact I'm pretty confident 3 8 players the is the swit spot
My game is more like old fps in scale and mekanics that means the Player's collect item for the map the alose means it's lobby base and I will make sure to have lan not only only option
Think the scale off the multiplayer something like half life 1 and unreal tournament.
It depends on how many object total you're tracking, not just the players. But with that player amount you're really on the edge of NGO, so if that large amount is essential then Netcode for Entities is probably best. But if you limit it to 8 NGO will probably work fine
Is it multiplayer? Competitive shooter? If yes then yeah use Netcode for Entities
@@CodeMonkeyUnity to be honest im not sure abut this part because each player have 1 character model Hoeven the need to keep track wich weapon the hodl some bullet projectile and it may and some moving part on the map as well
my question is if start using netcode for game object and run out objects that handle is eny way to reduce those i mean what i will happen spone more stuff that the host handle ?
my game for thos stuff you say the need networking for some form Relay, Matchmaking, lobby, and it may add vivox friends but im not sure about it yet i will prefer if use netcode for game objects because i have 0 idea how dots work's.
i will not say i will 100% Competitive shooter its more like half life 1 it's try to be balance and stuff like that but if i will not sacrifice the fan off the player in the order to by 100% Competitive
it's host base game and i wand the option to enter and leave the game in middle off the Mach
what u suggest for mutliplayer in VR
Depends on the scale of the game, not whether it's VR or not. So for small scale, NGO, for hyper fast competitive massive scale, NE
Dude solve my Mystery please, Do i need to Solve Leetcode problems to Become a Gud developer?? Cause im using unity Last 2 years im gud at programming I can create all mechanisms myself with bit ai help But when i Went Leetcode i Feel Ashamed
Leetcode is more about learning data structures and algorithms, not necessarily game logic
So it certainly helps just like it helps with any kind of programing, but not necessarily directly applicable to game dev
Thanks im relief 😂
so no competitive multiplayer options for gameobjects?
Remember you don't have to go 100% DOTS on your games you can mix them with game objects, so you can definitely use DOTS Netcode with game objects
@@CodeMonkeyUnity Is there even a tutorial on such a thing? getting updated dots tutorials is extremely hard to find.
fishy network solution is the best for fps shooter games however you might not cover it as it isnt base unity
Yup I've heard great things about FishNet
I tried to make a multiplayer bomberman game for fun, should be easy enough, plot twist: it wasn't
What part did you have trouble with?
@@CodeMonkeyUnity hi, i had trouble building a working lobby, and in the gameplay scene, i made a mess with the server RPC commands and network variables, some animations were synchronized, others weren't, i couldn't figure out how to get the server to start the "victory / lose" scene when there's only 1 player left
Thanks for job
Using fusion for a freelancer project such a mess.
Is it? I haven't used it myself but I heard great things about it
@@CodeMonkeyUnityits better than Photon Pun 2 in lag , latency but very unfinished. It misses lots of feature.
Btw, in case you haven't heard yet.
Game Maker has gone back to a lifetime license model for their professional license
and you can export games using the free license if you are making a noncommercial game.
It's basically the new flash.
Yup more free accessible tools is always a win for developers!
Hello @codemonkey,
I would love to see an authentication tutorial. Looked simple but apparently it's not :D Thanks for the knowledge sharing, continue the amazing job you do!
I made a super quick one ua-cam.com/video/1KSKRaacdKE/v-deo.html
For anonymous sign it is it extremely easy. If you want to implement one of the many identity providers it does get a bit tricky. They are all slightly different so it makes it tricky to make a tutorial that is applicable to all. I talked about how I implemented the specific Facebook login on the UGC video unitycodemonkey.com/video.php?v=ShZUu5JwwyY
What about photon quantum 3?
Yup also a great tool, you can use that instead of NGO or Netcode Entities
thanks, its great …
what about the pricing
I covered the latest update here ua-cam.com/video/m4OzqgTa_hk/v-deo.html
Stop tempting me to add multiplayer to my already massively scope creeped game! 😂
heh if it's not essential to the game then definitely focus on singleplayer first!
Same issue as all the other built-in multiplayer stuff for the other engines: it does not work with steam multiplayer, which is where everyone releases their games nowadays, so you lose out on all of that functionality (steam lobbies/friends/blocklists etc). so you'll need to have some way of finding out each other's IP for peer networking, or host your own server.
Not sure what you mean, you can definitely replace the Unity Transport for a Steam Transport, you can definitely implement Steam friends support to automatically send lobby invites, you can implement Steamworks and show Steam friends directly in game.
Nothing in any of these tools prevents you from using Steam so I'm really not sure what you're referring to.
@@CodeMonkeyUnity I will clarify: I do not mean that using the above precludes you from using steam, but rather that it does not integrate well WITH steam. For example: while you can send an invite to a friend over steam (using steam API) that triggers their game to load the game and join a lobby, you are not joining a steam lobby, but rather one of the 3rd party ones mentioned in the video. This is because you do not know the other person's IP (steam does not reveal this to you). This forces you to use something like relay for peer networking.
This also means that you are unable to use the built in lobby functionality of steam, which handles a lot of the stuff like matchmaking with nearby/far peers and blocks etc.
My fervent wish is to be able to use these helper nodes like multiplayerspawners and translators that keep all clients up to date easily within steam, but since you're forced to manage steam packets directly I'm not sure there is an obvious built-in solution for this.
If you are saying switching the transport from Unity to Steam enables you to do this that'd be huge, and I will admit if I made a mistake here, not knowing about that.
In any case I feel a little bad being a wet blanket; just letting out my frustration on trying to deal with steam.
awesome
How is it possible that you are game developer for 10 years and haven't published a single successful game?
I guess that depends on your definition of success, my games have grossed over $1mil which to me is pretty successful unitycodemonkey.com/video.php?v=sfD4MMFcebE
What a rude comment… care to share what you have built over the last 10years?
Now we need this video for unreal engine ..... 😅
You can't make a fast paced multiplayer fps with Unity without having a dedicated team for it, because it doesn't have client prediction. Just finished a prototype with their latest version with lobby and relay and it is still clunky as hell. Far, very far from anything that would be easy to use for indie game devs for production. The amount of bandwidth their transport currently uses it's also insane. Overall I'd give it 3/10 for usability, while they have a ton of useful shiny services and have made that bit easy to use. Not impressed at the slightest.
Netcode for entities does have built in client side prediction as far as I know
@@CodeMonkeyUnity No, they even reiterated that in the update from a couple of days ago, it says no client prediction still.
what a gigachad
Make a Titanfall Ripoff
heh that would be fun but just making a character controller that feels as good as Titanfall would be a huge challenge!
Hey everyone sorry but ive been stuck at one part of my game for about 4 days now and i cant find a way to fix it. Its multiplayer using NetCode. when i run the build the host moves and rotates and does all of its imputs correctly. But the Client controls both the clients spawned object and the hosts, please desperate for help at this point.
PPS Ive probably learnt more from your channel than i have from anyone else including my lecturers :).
Sounds like you just forgot to add the IsOwner check in your code, each player script should only be controlling the local object unitycodemonkey.com/video.php?v=3yuBOB3VrCk
So 😎
This is not good. Since I have FPS multiplayer shooter I need to transfer from NGO to netcode for entities 💀
Yes if you have a competitive shooter then you should indeed be using Netcode Entities. Although technically it's still possible to use NGO, you just have to build a lot of stuff yourself
@@CodeMonkeyUnity What is better though? If I want N4E then I have to learn DOTS then convert everything. Or is it better to stick with NGO and implement client side prediction and other systems by myself?
I am a fan , reply
Thanks for watching the video!
@@CodeMonkeyUnity thank you for making the video
KAMEHAMEHA 💀
❤
lol the drop of the mmo... oeps. sorry not sorry (just starting out here lol)
I've been monkeying with this code and churning out MP games at an alarmingly fast rate! 😀
It's amazing how quickly you can go from idea in your head to working multiplayer prototype nowadays!