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Co-authored-by: Amy Reeve <[email protected]> Co-authored-by: Noel Stephens <[email protected]> Co-authored-by: Dominick <[email protected]> Co-authored-by: Rémi MACH <[email protected]> Co-authored-by: LagowiecDev <[email protected]> Co-authored-by: amanda-butler-unity <[email protected]> Co-authored-by: Griffin of Innatical <[email protected]> Co-authored-by: Christopher Pope <[email protected]> Co-authored-by: Steve Diniro <[email protected]> Co-authored-by: s-omeilia-unity <[email protected]> Co-authored-by: Alex Martin <[email protected]> Co-authored-by: Monaxys <[email protected]> Co-authored-by: Flap27 <[email protected]> Co-authored-by: NRTnarathip <[email protected]> Co-authored-by: Elfi0Kuhndorf <[email protected]> Co-authored-by: CodeSmile <[email protected]> Co-authored-by: Frank Luong <[email protected]> Co-authored-by: Sue Arkin <[email protected]> Co-authored-by: Johann Ruwet <[email protected]> Co-authored-by: KreutzerCode <[email protected]> Co-authored-by: Dominick <[email protected]> Co-authored-by: Paolo Abela <[email protected]>
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--- | ||
id: bitesize-usecases | ||
title: Multiplayer Use Cases sample | ||
description: Learn about the scenes in the Multiplayer Use Cases sample. | ||
--- | ||
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The [Multiplayer Use Cases Sample](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Basic/MultiplayerUseCases) provides multiple scenes that explain some APIs, systems, and concepts that you can use with Netcode for GameObjects: | ||
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- Server-side manipulation of data sent by Clients. | ||
- State synchronization through NetworkVariables. | ||
- Proximity interactions that are only visible only to the local player. | ||
- Client-server communication through Remote Procedure Calls (RPCs). | ||
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### Tutorials | ||
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Each scene includes a tutorial to help you locate the scripts and GameObjects it uses. Follow the tutorial included in each sample scene to learn how to use it. | ||
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The tutorials that open with each scene use the [Tutorial Framework package](https://docs.unity3d.com/Packages/[email protected]/manual/index.html). You can open each tutorial at any time from the **Tutorials** menu. | ||
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## The NetvarVsRpc scene | ||
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The NetvarVsRpc scene explains why to use NetworkVariables instead of Remote Procedure Calls (RPCs) to perform state synchronization. | ||
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## The NetworkVariables scene | ||
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The NetworkVariables scene shows you how to use NetworkVariables to perform state synchronization in a way that also sends the most recent information to late joining or reconnecting clients. | ||
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## The ProximityChecks scene | ||
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The ProximityChecks scene shows you how to detect the local user and enable or disable in-game actions based on the player character's distance from a GameObject. | ||
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## The RPCs scene | ||
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The RPCs scene semonstrates the following Remote Procedure Call (RPC) processes: | ||
* Use RPCs to send information from clients to the server. | ||
* Perform server-side manipulation of the data sent. | ||
* Use connection approval to determine the spawn position of the player. | ||
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## Additional resources | ||
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- Get help and ask questions on [Multiplayer Discussions](https://discussions.unity.com/lists/multiplayer). | ||
- Join the community of Multiplayer creators on the [Multiplayer Networking Discord](https://discord.gg/unity-multiplayer-network). | ||
- [Request a feature or report a bug](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/issues/new/choose). |
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