Unity Basics Course: Server and Lobby Access

Unity is a powerful tool for creating real-time multiplayer games. In this tutorial, we will cover in detail how to connect to a server and lobby in Unity. We will understand the basic networking concepts, set up communication between the server and client, and implement a lobby system.

Table of Contents

  1. Basics of Networking
  2. Setting Up Networking in Unity
  3. Building a Server
  4. Implementing a Client
  5. Creating a Lobby System
  6. Testing and Deployment

1. Basics of Networking

Networking refers to the process of sharing data between multiple devices. In multiplayer games, communication between the client (the user playing the game) and the server (the computer managing the game session) is essential. Here are the basic concepts of networking:

  • Client-Server Model: The client sends requests to the server, and the server provides responses to those requests.
  • Packet: The basic unit of data transmission. All data between the client and server is transmitted in the form of packets.
  • Latency: The delay time in data transmission. Low latency is crucial for gameplay.
  • Bandwidth: The speed of data transmission. Higher bandwidth allows for more data to be transmitted quickly.

2. Setting Up Networking in Unity

Unity provides its own networking library, and recently, Unity Netcode is widely used. This allows for easy and quick implementation of multiplayer features.

2.1 Installing Unity Netcode

To install Unity Netcode, follow these steps:

  1. Open the Unity editor and select your project.
  2. Open the package manager and search for “Unity Netcode”.
  3. Select the package and click the “Install” button to install it.

2.2 Basic Configuration

Once the installation is complete, you need to perform the basic settings. Proceed with the following configurations:

  • Select the “Player” option in the project settings.
  • Enable the necessary options in the network-related settings.

If you have completed the basic installation and configuration above, it is now time to implement the server and client.

3. Building a Server

The server manages the state information of all clients and handles the game’s logic. You can build a basic server using the following code:

C#
using Unity.Netcode;
using UnityEngine;

public class GameServer : MonoBehaviour
{
    void Start()
    {
        if (!NetworkManager.Singleton.IsServer)
        {
            NetworkManager.Singleton.StartHost();
        }
    }
}

The code above runs the host when the server starts. The client must be ready to connect to the server.

3.1 Role of the Server

  • Accept connection requests from clients
  • Manage game state
  • Send game data to clients

4. Implementing a Client

The client connects to the server and receives data from the server. Below is the basic code for implementing a client:

C#
using Unity.Netcode;
using UnityEngine;

public class GameClient : MonoBehaviour
{
    void Start()
    {
        NetworkManager.Singleton.StartClient();
    }
}

The client attempts to connect to the server at startup. Once the connection is established, it starts communicating game data.

4.1 Role of the Client

  • Request connection to the server
  • Receive data from the server
  • Send user input

5. Creating a Lobby System

The lobby system is a space where players gather before starting a game. The server must create a session, and clients should be able to connect to that session. The basic design of the lobby system is as follows:

  • The server manages the lobby information.
  • The client requests the lobby list and connects to the selected lobby.

5.1 Lobby Management Class

C#
using Unity.Netcode;
using UnityEngine;

public class LobbyManager : NetworkBehaviour
{
    public void CreateLobby()
    {
        // Lobby creation logic
    }

    public void JoinLobby()
    {
        // Lobby joining logic
    }
}

5.2 Client Interface

The client provides an interface for connecting to the lobby. Ensure that users can easily select a lobby through the UI.

6. Testing and Deployment

After implementing all systems, you need to test and deploy the game. In the testing environment, ensure that multiple clients can connect successfully, and that data is transmitted properly.

6.1 Testing Methods

  • Local Testing: Run multiple clients on the same computer to test.
  • Remote Testing: Run the server and clients on different computers to review network conditions.

6.2 Deployment

When deploying the game, choose a stable server environment, and make sure all necessary security settings are configured before deployment. You may also consider using cloud services.

Conclusion

In this tutorial, we learned how to set up a server and lobby system in Unity. We laid the groundwork for creating multiplayer games utilizing Unity’s powerful networking capabilities. Furthermore, consider various ways to construct complex game logic and improve user experience.

If you have any additional questions or need assistance, please leave a comment. Wishing you successful game development!