I’ve been reading the Unity manual during my morning commute on BART… because the life of a game developer is non-stop excitement. Today I read something that made me burst out laughing in the middle of a crowded train, a single short bullet pointed list page entitled: Converting a Single Player Game to Multiplayer
At first I thought it was extremely funny that all you’d need to do to convert a single player designed game to multiplayer is “Make important member variables into SyncVars” and “Create Lobby Scene” but as I thought about it more I began to be worried that seeing something like this might make a student think it was an easy process that they can do “later.” Trying to oversimplify networking by talking about it being a matter of syntax instead of needing to understand concepts like everything needing to be asynchronous is making the process more mysterious, not less. I understand the one to one correlations between the class names could be useful, but I think manuals should take more care when they switch from showing best practices to showing “worst practices” as trying to shoehorn in networking clearly is.
For the most part if a student programmer does find themselves in the position of needing to put multiplayer into a fundamental single player game I look forward to hearing all the rants about rewrites due to discovering something else that is fundamentally unsyncable due to the way it was written and assumptions made.