Unity Fast Paced Multiplayer
A Unity project to build the base functionality for a Authoritative Server, with Lag Compensation, Client side Prediction/Server side Reconciliation and Entity Interpolation
Based on the references:
- Unity Networking Tutorial Part 1 - Introducing the HLAPI
- Unity Networking Tutorial Part 2 - Client Side Prediction and Server Reconciliation
- Unity Netowrking Entity Interpolation Part 1 - Break Into Components
- Unity Networking Entity Interpolation Part 2 - Clientside Input Buffering
- Fast-Paced Multiplayer by Gabriel Gambetta
- Networked Physics by Glenn Fiedler
- Valve Developer Multiplayer Networking
- Valve Developer Latency Compensation
- Unity Networking Official Repository
I'm currently working on a multiplayer project, and I use this repository for testing, but later on, I hope to create a strong foundation with this to use as a substitute to the Network Transform component on server-authoritative games.