Connected Games - Building Real-Time Multiplayer Games with Unity and Google

Connected Games - Building Real-Time Multiplayer Games with Unity and Google

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Unmanaged vs Managed Services

16 of 32

16 of 32

Unmanaged vs Managed Services

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Connected Games - Building Real-Time Multiplayer Games with Unity and Google

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

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