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Question by Flamesilver · Jun 28, 2013 at 08:52 PM · networkingspacespaceflightphyics

Networking Solution with Physics (Authoritative?)

I'm relatively new to Unity 3D, I've learned enough to make a top-down space shooter with physics (unity built-in). The focus right now is to learn a network architecture that works for this game.

What are some suggestions that you have that will allow me to create an authoritative server (or semi, if someone can explain that) that would allow me to prevent future cheating, and be able to run physics on server?

I've looked into Photon, but I hear that you can only use it to connect clients, not really run a game server. And Unity built-in networking I heard isn't as good for some reason.

How would I even do this? I understand networkview doesn't convey physics info. I figure I probably could serialize Velocity and Angular Velocity along with position and rotation to update any players and NPCs anyway, no? Kind of a "dead reconkoning" system where all clients would simulate physics anyway according to events sent by server such as NPCs Thrusting (accelerating) or Turning or Shooting or Colliding, but to "reckon" all positions and physics info (velocity and angular velocity) of all moving entities every 200ms or so.

Does that even make sense, or am I far off the mark? .

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