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Question by Restemayer · Nov 18, 2015 at 04:01 AM · multiplayerserver

Multiplayer tips...

Ok, so I've been working with Unity for a while, and other than a tirade about how they handle images, its generally been smooth and I have the core functioning of my game working, so I'm moving on to syncing it with an SQL database to save maps from my editor and hold a lot of the game information for multiple users. At least... that's my tentative plan right now. Its a turn based game and all interactions are simple integer comparisons. Its a grid based RPG, so I'm not going to be trying to sync heavy physics nor is it really all that important for me to ensure that animations and such are exactly synced between computers. As long as the checks and states are passed correct, and it holds inventory and character data, it should be ok. So, first, is SQL the right way to go on this? I was looking at that because I know SQL (at least in a very fundamental way) and, at least the way I'm envisioning it, with limited users and a limited amount of data being passed, there shouldn't be a speed issue. If not SQL, what should I be looking at?

Second, the server-client interaction for games is new ground for me. Can someone point me in the right direction for a good start point on how unity works with networks? Not to do it for me, but maybe a sample project so I can see how it goes together or a must-read item or two on the fundamentals.

Thanks.

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