We’re on the home stretch for this mini-project! It’s finally time to modify the Game Controller so that input is dependent on the players joined in our match, and to make sure that moves made by one player are seen by the other.
Networking in Unity is a large and probably confusing topic, so this lesson is designed to help introduce some of the basic requirements that will be needed to complete our muliplayer game. We will create a few specialized assets and scripts and make use of new classes and tags you may not have seen before. By the time we are done, you should understand how to get two players joined in a match, as well as determine who is who.
Now that we have created a game model, as well as some 3D assets to display, we can tie them together and have something to interact with. We will create a couple more scripts, one to serve as the view component on the board and one to serve as the game controller. By the end of this lesson, you should be able to play a sample single player experience of Tic Tac Toe.
In this lesson we will write the code for the TicTacToe game model itself. This is just an abstract implementation that by itself isn’t playable, and doesn’t actually display anything. It simply has the idea of what the game is, what the rules are, and how to win, etc.
In this project, we will be using Unity’s new networking libraries to make a turn-based multiplayer game. I chose a very simple game, TicTacToe, so that I woudn’t be too distracted by much beyond the architecture I would need to achieve my goal. It is my first attempt to implement networking with Unity, so I am very open to feedback. If the general response is positive, then I may take it a bit further and try to make a Hearthstone sytle card game.