
This game is also pretty terrible however unlike the first person platformer this project has a couple of interesting parts to it. In this project I did my first experimentation with AI and more importantly path finding. Also in this project I took my first step into networking. The networking in this project is garbage but I did learn a lot about how NOT to make a network game... So there is that.
The biggest thing I learned about unity networking was that Network.Instantiate is buffered while Network.Destroy is for whatever dumb reason not. This causes a huge problem in this project because anyone who connects late will see objects that don't exist anymore on the server that can't be destroyed. In later projects that I experimented with networking with I solved this problem by making a group ID management script to give unique IDs to each object I spawn so I could clear their RPC calls from the buffer. (Unfortunately I don't have a demo of the later project as I ran into other problems that I could not work around without starting the project over from scratch.)
The biggest thing I learned about unity networking was that Network.Instantiate is buffered while Network.Destroy is for whatever dumb reason not. This causes a huge problem in this project because anyone who connects late will see objects that don't exist anymore on the server that can't be destroyed. In later projects that I experimented with networking with I solved this problem by making a group ID management script to give unique IDs to each object I spawn so I could clear their RPC calls from the buffer. (Unfortunately I don't have a demo of the later project as I ran into other problems that I could not work around without starting the project over from scratch.)
Austin Allman