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Absolute Masterclass! Unity6 - Network Game Development Masterclass (Part 1)

This is a process to enhance the understanding of fundamental theories, development methods, and aspects to consider due to the unique characteristics of network games, for developers new to network games. It covers the process of developing a tank battle game utilizing Photon PUN2, which is highly effective for lightweight games.

(5.0) 3 reviews

55 learners

Level Basic

Course period Unlimited

  • indiegamemaker
online-game
online-game
게임개발
게임개발
게임개발자
게임개발자
Unity
Unity
C#
C#
photon
photon
online-game
online-game
게임개발
게임개발
게임개발자
게임개발자
Unity
Unity
C#
C#
photon
photon

Reviews from Early Learners

What you will gain after the course

  • Network Game Basics

  • Photon PUN2

Absolute Unity Course - Network Game Development Master Class

The Network Game Development series consists of a total of 3 parts, with each course proceeding by developing games of different genres. It provides a hands-on curriculum by combining various genres such as shooting, RPG, and RTS.

The Part 1 course develops a tank battle game using the Photon PUN2 engine.

Series Structure Guide:

• Part 1 – Tank Battle Game Using Photon PUN2 Engine (Current Course)

Part 2 – Game Development Using the Fusion2 Engine (Temporarily On Hold)

Part 3 – Game Development Using Netcode for GameObjects + Unity Multiplay (Open)


# Part 1 - Network Tank Battle Game Using Photon PUN2


Photon PUN2 engine is a network game engine that has been around for a long time, but it is still widely used by beginner developers or when developing lightweight network games. When learning network game development for the first time, choosing an engine that is not too difficult can be a good approach. In this course, you will learn the following:


Network Game Domain

  • Essential Theory and Network Terminology for Network Game Development

  • Photon PUN2 Basic Usage - Photon Cloud Connection, Lobby Access, Object Synchronization, Room List Management

  • Advanced Content I - Using RPC and Player CustomProperties

  • Advanced Content II - Attacker-Based Hit Detection

  • Play Mode Simulator Usage

In-Game Area

  • Applying Physics Using Wheel Collider

  • Turret's Auto-Aiming and Reload Logic

  • Optimizing Sound Using the Audio Mixer

  • Observer pattern, Event Bus pattern, Singleton pattern, Dependency Injection pattern usage

Tank Battle Game Implementation Features

# Lobby and Tank Physics Implementation

Implement the logic to create a room after setting the NickName and Room name in the lobby.

Network Synchronization

Implement synchronization of movement and rotation using the basic component (PhotonView), and additionally implement a synchronization method using the OnPhotonSerializeView callback function.

Auto-Aiming

When the crosshair aligns with the target and an enemy is detected, the turret automatically rotates, and when there is no target, it implements logic to rotate back to neutral position.

Tank Recoil and Camera Shake Effects During Firing

Implementing HUD Using Screen Coordinates and Viewport Coordinates

Hit Detection and HP Synchronization - State Value Synchronization Processing

During combat, HP from taking damage is synchronized, and to ensure maximum fairness in hit detection despite network latency, "attacker-based hit detection" logic is implemented using RPC.

Room List Retrieval and Join Logic

In the lobby scene, implement logic to retrieve the list of generated rooms and their information, then join the desired room.

Synchronizing HP Using Custom Properties

When re-entering the room after going to the lobby from the battle scene, the logic for synchronizing information of other users in the room is implemented using Custom Property.

Notes Before Enrollment

Practice Environment

  • Operating System and Version (OS): Windows, macOS

  • Unity Version: Unity 6 or higher recommended (2022.3.x version also available)


Learning Materials

  • The project source code is provided as a compressed file in the course materials for each lecture chapter.


Recommended for
these people

Who is this course right for?

  • New to network game development?

  • Those looking to learn an engine suitable for lightweight network game development.

  • Those who want to learn essential network game theory

Need to know before starting?

  • C#

  • Unity Basics

Hello
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Answers

4.9

Rating

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Courses

안녕하세요, 이재현입니다.

1인 게임 개발자를 꿈꾸며 유니티를 독학으로 시작했고, 2009년부터 2012년 까지 1인 개발로 모바일 게임 10여종을 출시했습니다. 절대강좌! 유니티 출간 및 오프라인 강의를 진행했습니다. 강의를 진행하면서, 잘 아는 것과 잘 가르치는 것은 다르다는 사실을 매번 깨닫고 있습니다. 이러한 경험을 바탕으로, 제가 가진 지식을 여러분들께 더 효과적으로 전달하기 위해 늘 노력하고 있습니다.

이번 강의가 여러분께 좋은 출발점이 되어, 즐거운 게임 개발자의 세계로 나아가는 데 작은 보탬이 되기를 기원합니다. ~


주요 강의 이력

  • 패스트캠퍼스 - 유니티 캠프 1기 ~ 8기

  • 팀 스파르타 온라인 튜터

  • T아카데미

  • NHN 엔터테인먼트

  • 넷마블 게임아카데미

  • ETRI (한국전자통신연구원)

  • 한콘진, 경콘진, 성남산업진흥원

  • KAIST, 서강대, 중앙대, 한성대, 단국대 특강

주요 활동

  • 절대강좌! 유니티 집필 (일본, 중국 출판)

  • 유니티 UNITE 2014 세션 특강

  • 유니티 UNITE 2018 핸드온 세션 특강

  • 유니티 인더스트리 2022 핸드온 세션 특강

  • 유니티 코리아 공인 마스터스 2기부터 5기까지 활동

     

 

Curriculum

All

30 lectures ∙ (9hr 17min)

Course Materials:

Lecture resources
Published: 
Last updated: 

Reviews

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3 reviews

5.0

3 reviews

  • okjang005569님의 프로필 이미지
    okjang005569

    Reviews 12

    Average Rating 5.0

    5

    30% enrolled

    • djsskach613705님의 프로필 이미지
      djsskach613705

      Reviews 5

      Average Rating 5.0

      5

      87% enrolled

      I learned how to structure code more efficiently by looking at the code. The network elements include tank movement synchronization, firing synchronization, hit synchronization, lobby entry, lobby list configuration, random room entry, and creating and entering rooms.

      • indiegamemaker
        Instructor

        Thank you for your precious course review.~

    • muttul589114님의 프로필 이미지
      muttul589114

      Reviews 67

      Average Rating 4.8

      5

      30% enrolled

      Thank you for the valuable lecture.

      • indiegamemaker
        Instructor

        Thank you. I hope you complete it to the end.

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