Implementing Basic Features In this chapter, we will cover some of the features Nakama has to offer. We will show you code samples of currently discussed features as well as provide links to the documentation if there are more functionalities we decided to omit. Multiple Authentication Sources and Device Migration To ensure an easy way […]
Tag: multiplayer
Tutorial: Making a Multiplayer Game with Nakama and Unity: Part 2/3
Authentication In the previous post, we focused on setting Nakama and all its components up. Here we will cover one of the crucial elements of working with multiplayer – authentication, which will allow us to send messages and receive them from the server. Session Authentication Almost every method provided by the Nakama plugin for Unity […]
Tutorial: Making a Multiplayer Game with Nakama and Unity: Part 1/3
Making Multiplayer Games Playing with or against other players is very different from playing alone. No AI can fully imitate the behavior of a human being – sometimes it will react too fast, other times it will make silly mistakes. More often than not, we can learn its moveset and easily predict what it will […]
Building a Turn-Based Multiplayer Game with GameSparks and Unity: Part 4/4
Welcome back to our GameSparks tutorial. In this final part we’ll set up the Game scene and implement the gameplay. You can find part one, two and three on our blog if you haven’t read them yet. Gameplay Before we start implementing the gameplay itself, we need a class that will help us process incoming […]
Building a Turn-Based Multiplayer Game with GameSparks and Unity: Part 3
Welcome to the third part of our GameSparks tutorial series. In parts one and two we have finished GameSparks configuration and this time we will focus on creating our client application in Unity. […]
Building a Turn-Based Multiplayer Game with GameSparks and Unity: Part 2
In the previous part of this tutorial we’ve covered GameSparks basic concepts, including the configuration of matchmaking and setting up the Challenges. Today we will further explore the Cloud Code and implement our server-side game logic. As you probably remember, Cloud Code is essentially JavaScript and most of the good practices translate well if you […]
Building a Turn-Based Multiplayer Game with GameSparks and Unity: Part 1
In this tutorial we’ll introduce GameSparks platform and we’ll teach you how to build a simple turn-based multiplayer game inspired by a classic Gomoku, under a working title ‘Hearts and Skulls’. Instructions will be mostly focusing on integrating GameSparks and Unity. We’ll explain some GameSparks basics, but previous Unity knowledge is required (on an intermediate […]