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Classroom Contents
Connected Games - Building Real-Time Multiplayer Games with Unity and Google
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- 1 Intro
- 2 Connected Games "Levels"
- 3 Real-time Multiplayer Core Challenges
- 4 Real-time Multiplayer Software Stack
- 5 Local ("couch" multiplayer)
- 6 Local ("couch multiplayer") Scorecard
- 7 LAN Games (offline) Scorecard
- 8 Peer-to-peer (P2P) Scorecard
- 9 Dedicated Game Server Scorecard
- 10 Topology Summary Scorecard
- 11 Real-time Multiplayer Stack
- 12 Connection
- 13 Unity Transport Goals
- 14 Server Authority
- 15 On-Prem vs Cloud
- 16 Unmanaged vs Managed Services
- 17 Game Communication Services REST can build on top of RPC, so it's not REST VS RPC
- 18 Matchmaking Considerations
- 19 Traditional Architecture
- 20 Building Blocks
- 21 Assigning Matches
- 22 Networking Transport
- 23 FPS Sample Netcode
- 24 Game Hosting Servers: Create Fleet
- 25 Game Hosting Servers: Deploy Build
- 26 Game Hosting Servers: Allocate Server
- 27 Matchmaking Alpha: Enable
- 28 Matchmaking Alpha: Configure
- 29 Matchmaking Alpha: Integrate
- 30 Matchmaking Alpha: Run
- 31 Pricing Model
- 32 Real Time Multiplayer at Unite LA