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: Tutorial
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 […]
Coroutines in Unity – Encapsulating with Promises [Part 3]
In the last part of the series we’re going to build a real example of a REST API Interface using Unity’s Coroutines as an internal web requests tool and Promises as an encapsulation layer. We’re going to use the fake REST API service available for everyone to test their services on. It’s a simple […]
Coroutines in Unity – Encapsulating with Promises [Part 2]
In the last article we focused on the internals behind Unity’s Coroutines and went in depth on how they work. We covered IEnumerator interface and iterator blocks to get a grasp on how the engine takes care of the coroutine functions. We’ve also managed to list a few problems with the implementation and shortcomings that […]
Coroutines in Unity – Encapsulating with Promises [Part 1]
Every Unity developer should be familiar with Coroutines. For many they are the way to script a lot of asynchronous and time-delayed tasks. If you’re not up to the speed, they’re pretty much special methods that can suspend and resume their execution for any time desired. In practice, they can be perceived as an illusion […]
Finite State Machines [Part 3]
Here’s our final blog tutorial for the FSM. We will review what we’ve discussed on the first part, and implement the FSM System that we did before. Just a recap on the previous parts: This will be the loop of our FSM. First we initialize the FSM, create states, create actions, and map them all […]
Finite State Machines [Part 2]
Deeper inside FSM Finite State Machines are a sequential logic that are very low level. They can be used for simple decision-making logic. Let’s give a human example of an FSM: Input: Flips the switch State: Light Bulb is in the state of “On” Output: Light Bulb will now produce light for the room Inputs are any form […]
Finite State Machines [Part 1]
Finite State Machines might be something that all developers might have heard at least once in their few years starting game development in Unity. What is a Finite State Machine anyway? Well, there is a lot to cover that is why we’re going to do at least 3 parts. Basically, a Finite State Machine (or […]
[Tutorial] Implementing a Minimap in Unity
What does it take to create a mini-map for a Unity game? You most probably would be surprised to hear that it’s easier than you think, and that it does not even require any programming skills! Here I will try to explain how to make one step by step. Basic minimap concepts Minimaps (or radars) are known […]
How to Use Unity’s Resources Folder
Unity has several kinds of special folders. One of them is the Resources folder. Simple concept of storing assets is well-explained in the official documentation: Generally, you create instances of assets in a scene to use them in gameplay but Unity also lets you load assets on demand from a script. You do this by placing the […]
Understanding the Importance of Using Multiple Cameras in Unity
From what I observe, many Unity users do not grasp the concept of using multiple Unity cameras on a single scene. “If I want to look from only one perspective, why do I need more than one camera?”. Saying that it makes perfect sense when more than one camera captures the scene from the same perspective makes it even more confusing. So why […]