Unity's New Multiplayer System (UNet)
summary
New Unity networking (UNet) is a two‑layer system with a C++ UDP transport offering channels (reliable / unreliable / “last only”), plus C# high‑level APIs: NetworkIdentity, NetworkBehaviour, NetworkTransform and a NetworkManager. It ships as a separate UnityNetworking DLL (private alpha, targeted for 5.5.x). The demo converts a 2D shooter: movement sync uses local‑player authority, bullets are created via Commands and ClientRPCs + NetworkServer.Spawn, health uses SyncVar hooks for server‑authoritative state. Editor profiler, relay and matchmaking exist; live demo shows small bugs but core features work.
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chapters (9)
- 0:00Introduction to Unity's new multiplayer system
- 2:09UNet architecture overview
- 9:33Single-player to multiplayer
- 16:58Network Manager basics
- 23:18Player movement sync
- 27:52Server-authoritative shooting
- 31:40Health and damage sync
- 35:19Death and respawning
- 38:51Future work & Q&A
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