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Update on Multiplayer System_KYP

Alteruna

With the suggestion from Mr. Jules Rawlinson, I go through another Multiplayer package called Alteruna. It’s easy to implement into our group’s project and I ran it successfully.

Two projects running in my computer in one game room

Just like Netcode for Game Objects, it spawns a player object from prefab when a new player enter the game. But I run Alteruna successfully so I moved my focus to it as frame for multiplayer system. The problem for me still is how to vary setting from two players.

Discussions

Plan

Later I had a meeting with Mr. Joe Hathway who gave me valuable advice on integration and game mechanism realisation. As we have successfully created settings of blurred camera in single player project and ran it, next step is figuring out how  to enable/disable these settings in multiplayer Prefab. Our plan is to find out a way to identify certain player by IDs(network ID). There are a complete document about Alteruna namespaces: https://alteruna.github.io/au-multiplayer-api-docs/html/G_Alteruna.htm

Fortunately, we found the one called UserID and GetID which may be used in our realisation of ID identify.

Structure and Progress Steps Draft by Joe

Realisation

Next day I had a meeting with Mr. Jules and we successfully implement both multiplayer and different camera settings through Alteruna in a test scene. Because there are only two players in our project, we use “IsHost” to identify whether the player is Host or not in order to identify certain player and enable / disable post processing volume added to the First Person Controller’s script in Prefab. https://alteruna.github.io/au-multiplayer-api-docs/html/P_Alteruna_User_IsHost.htm

GetUser + IsHost to identify host & client players

Thanks for Mr. Jules, this meeting helps me to decide using Alteruna as Multiplayer package instead of Netcode.

Implemetation

Finally, I implemented Alteruna multiplayer into our game project and it works well.

Testing project in one computer

But there are some problems happening.

  1. When playing through two computers, two players can only see each other’s flashing shape when they are moving. It works well when playing in one computer, may because of some network refresh settings.
  2. The players now have one module on their FPS controller. How to allocate different modules is the next step. My idea is enable / disable module added in FPS controller depends on the host and client identity.
  3. I haven’t add the post processing camera because our final project is modifying by other group  member to implement more mechanisms.
  4. More mechanisms may need to be synced in our project and I need to figure out how to do it through Alteruna.

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