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Building an RPG with Unity 2018

Building an RPG with Unity 2018

By : Vahé Karamian
3.8 (9)
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Building an RPG with Unity 2018

Building an RPG with Unity 2018

3.8 (9)
By: Vahé Karamian

Overview of this book

In a role-playing game (RPG), users control a character, usually in the game's imaginary universe. Unity has become a top choice for developers looking to create these kinds of immersive RPGs. Building an RPG with Unity 2018, based on building some of the most common RPG features, teaches you tips, tricks, and techniques that can be applied to your own game. To start with, the book guides you through the fundamentals of role-playing games. You will learn the necessary aspects of building an RPG, such as structuring the game environment, customizing characters, controlling the camera, and designing other attributes such as inventory and weapons. You will also explore designing game levels by adding more features. Once you have understood the bigger picture, you will understand how to tackle the obstacles of networking in Unity and implement multiplayer mode for your RPG games. By the end of the book, you will be able to build upon the core RPG framework elements to create your own immersive games.
Table of Contents (16 chapters)
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Title Page
Copyright and Credits
Dedication
Packt Upsell
Contributors
Preface
Index

Network-enabling RPG characters


In order to make life easier, I have decided to create a new scene that will be used to test and implement our network-enabled characters. This example will show you how to network-enable the player character, and also how to synchronize the player character data such as inventory items across the network, as well as provide you with the ability to network-enable the non-player character and make it synchronize its data across the clients.

Creating a scene for our RPG

Just like the tank demo in the previous section, we will use two new scenes to illustrate the RPG networking concept here. We will create two scenes, one called NetworkingMenu and the other DeathMatchMultiplayer.

The NetworkingMenu scene is our lobby scene, so it will be exactly the same as the Tank Multiplayer lobby scene, with the exception that the player character will be replaced by the Barbarian prefab, and the Registered Spawnable Prefabs will be different. We shall see this later.

In the...

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