Unity3D How to use the unity engine and then use the c# language to build your own server

Unity3D is a powerful game development engine that can be used to create various types of games. During the game development process, it is often necessary to communicate with the server to implement some functions, such as saving and loading game data, implementing multiplayer games, etc. This article will introduce how to use the Unity engine and C# language to build your own server, and give detailed technical explanations and code implementation.

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First, we need to understand what a server is. A server is a computer that can receive client requests and provide corresponding services. In game development, the server is responsible for processing data from multiple clients and storing the data in a database. The client communicates with the server to get or send data.

In the ServerScript script, we need to use Unity's network library to implement server-side functions. First, we need to import the namespace of the Unity network library:

using UnityEngine;
using UnityEngine.Networking;

Then, we need to define a class that inherits from NetworkManager and override the OnStartServer method:

public class ServerScript : NetworkManager
{
    public override void OnStartServer()
    {
        Debug.Log("Server started");
    }
}

In the OnStartServer method, we can add some custom logic code, such as initializing the database connection, loading game data, etc.

Then we need to create a new scene and add the Server game object to the scene. Select "File" -> "Build Settings" in Unity's menu bar, add the newly created scene to the scene list, and set it as the current scene.

After the build is complete, we can run the application on the server side and use the client to connect to the server for communication. The client can be a game object in another Unity project or a standalone application.

In the client code, we need to use Unity's network library to communicate with the server. First, we need to import the namespace of the Unity network library:

using UnityEngine;
using UnityEngine.Networking;

Then, we need to define a class that inherits from NetworkManager and override the OnStartClient method:

public class ClientScript : NetworkManager
{
    public override void OnStartClient(NetworkClient client)
    {
        Debug.Log("Client connected to server");
    }
}

In the OnStartClient method, we can add some custom logic code, such as sending data to the server, receiving data returned by the server, etc.

The above are the detailed steps and code implementation for building your own server using the Unity engine and C# language. In this way, we can implement various functions, such as saving and loading game data, implementing multiplayer games, etc. Hope this article is helpful to you.

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Origin blog.csdn.net/voidinit/article/details/134074593