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Question by stefanplc · Dec 04, 2016 at 05:57 PM · multiplayernetworkmultiplayer-networkingrts

Unity Network for RTS

Hi there,

I'm working on a game that would be kind of similar to an RTS in terms of functionality, however with far less units, only 3-5 units per player and the combat format would be as 1v1. The game would also be oriented towards mobile devices and the action would be live, not turn based.

I've spent some time trying to figure out how Unity Networks works and how I should build my game and while I'm still a bit confused I have thought of a way and was curious if it would be a correct way to build the networking aspect of the game.

The way I've thought about this is by having the entire game be run on each player's device. Then things like mesh agent destination points or trigger collisions would be communicated to the server via [Command] and then back to the clients via [ClientRpc] at which point they would also be executed. So each player would just get the input instructions of the other and those instructions would be then run on their device. So basically I tell my game to move a unit from point A to point B, that command goes to the server and the server then has that unit on both our devices go from point A to point B. Then my opponent would move one of his units from point C to point D, that command goes to the server and the server then sends it back to both of our clients to be performed. I figured this might also be pretty good for bandwidth usage as all the computation is being done locally on the device and only minimum instructions are being sent.

Would this be a proper way to build a 3D RTS like game for mobile devices?

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