Tutorial: Making a Multiplayer Game with Nakama and Unity: Part 3/3

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 […]

Read More…

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 […]

Read More…

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 […]

Read More…

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 […]

Read More…

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 […]

Read More…

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 […]

Read More…

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 […]

Read More…

Understanding the Importance of Using Multiple Cameras in Unity

How to Use Multiple Cameras in Unity3D

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 […]

Read More…