Features
📄️ Network Modes
Online
📄️ Matchmaking
In the Intro scene, there is only a single Play button that tries to directly enter an online game via matchmaking. Due to the asset's nature and tutorial character, it is designed for mobile and desktop applications, having the minimum amount of friction for players in mind. As such, one button is sufficient to start or join a game - no lobby, waiting room, countdown or anything like that which could throw off potential players. This approach is called quick-join.
📄️ Collectibles
In this asset, collectibles are networked, uncontrolled scene objects with a component deriving from Collectible attached to them. The owner of collectibles is the server, which is also responsible for synchronizing their current state to newly joined or already connected players in a match. Because of this, each Collectible item has a managing ObjectSpawner as a parent in the scene. Also they feature two different types, one that consumes them immediately and one that allows player to carry the item around.
📄️ Host Migration
Host Migration describes a concept where a game continues to run with minimal interruption when the match host left. The technique behind this is that after the host disconnected, one of the connected clients takes over the role of hosting the game to keep it alive. The disconnected