TUTORIALS
Multiplay Tutorial
15min
sample project 📘 multiplay sample https //github com/naverz/zepeto multiplay example https //github com/naverz/zepeto multiplay example summary summary from creating a multiplay server to a client, set up the environment needed to develop a multiplay world difficulty intermediate time required 1 hour part 1 installing multiplay from creating a multiplay server to a client, set up the environment needed to develop a multiplay world https //www youtube com/watch?v=s68b1tma a8 https //www youtube com/watch?v=s68b1tma a8 part 2 writing world logic learn about the schema needed for communication between the server and client, and define schema types and room state https //www youtube com/watch?v=tfky rabov0 https //www youtube com/watch?v=tfky rabov0 please note that the server script used in the video, which includes content related to hashcode, is no longer supported therefore, exclude the following code when writing if (client hashcode) { 	player zepetohash = client hashcode; } part 3 writing world logic 2 write world logic needed to sync from the player's location to the player's exit https //www youtube com/watch?v=h92gd2g9dhm https //www youtube com/watch?v=h92gd2g9dhm part 4 running the server and connecting to multiplay run the server and connect to multiplay https //www youtube com/watch?v=fmk6jnlsjja https //www youtube com/watch?v=fmk6jnlsjja part 5 scripts schemas json schemas json { "state" {"players" {"map" "player"}}, "player" {"sessionid" "string","zepetouserid" "string","transform" "transform","state" "number","substate" "number"}, "transform" {"position" "vector3","rotation" "vector3"}, "vector3" {"x" "number","y" "number","z" "number"} } server code index ts import {sandbox, sandboxoptions, sandboxplayer} from "zepeto multiplay"; import {datastorage} from "zepeto multiplay datastorage"; import {player, transform, vector3} from "zepeto multiplay schema"; export default class extends sandbox { storagemap\ map\<string,datastorage> = new map\<string, datastorage>(); constructor() { super(); } oncreate(options sandboxoptions) { // called when the room object is created // handle the state or data initialization of the room object this onmessage("onchangedtransform", (client, message) => { const player = this state players get(client sessionid); const transform = new transform(); transform position = new vector3(); transform position x = message position x; transform position y = message position y; transform position z = message position z; transform rotation = new vector3(); transform rotation x = message rotation x; transform rotation y = message rotation y; transform rotation z = message rotation z; if (player) { player transform = transform; } }); this onmessage("onchangedstate", (client, message) => { const player = this state players get(client sessionid); if (player) { player state = message state; player substate = message substate; // character controller v2 } }); } async onjoin(client sandboxplayer) { // create the player object defined in schemas json and set the initial value console log(`\[onjoin] sessionid ${client sessionid}, userid ${client userid}`) const player = new player(); player sessionid = client sessionid; if (client userid) { player zepetouserid = client userid; } // \[datastorage] datastorage load of the entered player const storage datastorage = client loaddatastorage(); this storagemap set(client sessionid,storage); let visit cnt = await storage get("visitcount") as number; if (visit cnt == null) visit cnt = 0; console log(`\[onjoin] ${client sessionid}'s visiting count ${visit cnt}`) // \[datastorage] update player's visit count and then storage save await storage set("visitcount", ++visit cnt); // manage the player object using sessionid, a unique key value of the client object // the client can check the information about the player object added by set by adding the add onadd event to the players object this state players set(client sessionid, player); } ontick(deltatime number) void { // it is repeatedly called at each set time in the server, and a certain interval event can be managed using deltatime } async onleave(client sandboxplayer, consented? boolean) { 	 // by setting allowreconnection, it is possible to maintain connection for the circuit, but clean up immediately in the basic guide // the client can check the information about the deleted player object by adding the add onremove event to the players object this state players delete(client sessionid); } } client code clientstarter ts import {zepetoscriptbehaviour} from 'zepeto script' import {zepetoworldmultiplay} from 'zepeto world' import {room, roomdata} from 'zepeto multiplay' import {player, state, vector3} from 'zepeto multiplay schema' import {characterstate, spawninfo, zepetoplayers, zepetoplayer, characterjumpstate} from 'zepeto character controller' import as unityengine from "unityengine"; export default class clientstarterv2 extends zepetoscriptbehaviour { public multiplay zepetoworldmultiplay; private room room; private currentplayers map\<string, player> = new map\<string, player>(); private zepetoplayer zepetoplayer; private start() { this multiplay roomcreated += (room room) => { this room = room; }; this multiplay roomjoined += (room room) => { room onstatechange += this onstatechange; }; this startcoroutine(this sendmessageloop(0 04)); } // send the local character transform to the server at the scheduled interval time private sendmessageloop(tick number) { while (true) { yield new unityengine waitforseconds(tick); if (this room != null && this room isconnected) { const hasplayer = zepetoplayers instance hasplayer(this room sessionid); if (hasplayer) { const character = zepetoplayers instance getplayer(this room sessionid) character; this sendtransform(character transform); this sendstate(character currentstate); } } } } private onstatechange(state state, isfirst boolean) { // when the first onstatechange event is received, a full state snapshot is recorded if (isfirst) { // \[charactercontroller] (local) called when the player instance is fully loaded in scene zepetoplayers instance onaddedlocalplayer addlistener(() => { const myplayer = zepetoplayers instance localplayer zepetoplayer; this zepetoplayer = myplayer; }); // \[charactercontroller] (local) called when the player instance is fully loaded in scene zepetoplayers instance onaddedplayer addlistener((sessionid string) => { const islocal = this room sessionid === sessionid; if (!islocal) { const player player = this currentplayers get(sessionid); // \[roomstate] called whenever the state of the player instance is updated player onchange += (changevalues) => this onupdateplayer(sessionid, player); } }); } let join = new map\<string, player>(); let leave = new map\<string, player>(this currentplayers); state players foreach((sessionid string, player player) => { if (!this currentplayers has(sessionid)) { join set(sessionid, player); } leave delete(sessionid); }); // \[roomstate] create a player instance for players that enter the room join foreach((player player, sessionid string) => this onjoinplayer(sessionid, player)); // \[roomstate] remove the player instance for players that exit the room leave foreach((player player, sessionid string) => this onleaveplayer(sessionid, player)); } private onjoinplayer(sessionid string, player player) { console log(`\[onjoinplayer] players sessionid ${sessionid}`); this currentplayers set(sessionid, player); const spawninfo = new spawninfo(); const position = this parsevector3(player transform position); const rotation = this parsevector3(player transform rotation); spawninfo position = position; spawninfo rotation = unityengine quaternion euler(rotation); const islocal = this room sessionid === player sessionid; zepetoplayers instance createplayerwithuserid(sessionid, player zepetouserid, spawninfo, islocal); } private onleaveplayer(sessionid string, player player) { console log(`\[onremove] players sessionid ${sessionid}`); this currentplayers delete(sessionid); zepetoplayers instance removeplayer(sessionid); } private onupdateplayer(sessionid string, player player) { const position = this parsevector3(player transform position); const zepetoplayer = zepetoplayers instance getplayer(sessionid); var movedir = unityengine vector3 op subtraction(position, zepetoplayer character transform position); movedir = new unityengine vector3(movedir x, 0, movedir z); if (movedir magnitude < 0 05) { if (player state === characterstate moveturn) return; zepetoplayer character stopmoving(); } else { zepetoplayer character movecontinuously(movedir); } if (player state === characterstate jump) { if (zepetoplayer character currentstate !== characterstate jump) { zepetoplayer character jump(); } if (player substate === characterjumpstate jumpdouble) { zepetoplayer character doublejump(); } } } private sendtransform(transform unityengine transform) { const data = new roomdata(); const pos = new roomdata(); pos add("x", transform localposition x); pos add("y", transform localposition y); pos add("z", transform localposition z); data add("position", pos getobject()); const rot = new roomdata(); rot add("x", transform localeulerangles x); rot add("y", transform localeulerangles y); rot add("z", transform localeulerangles z); data add("rotation", rot getobject()); this room send("onchangedtransform", data getobject()); } private sendstate(state characterstate) { const data = new roomdata(); data add("state", state); if(state === characterstate jump) { data add("substate", this zepetoplayer character motionv2 currentjumpstate); } this room send("onchangedstate", data getobject()); } private parsevector3(vector3 vector3) unityengine vector3 { return new unityengine vector3 ( vector3 x, vector3 y, vector3 z ); } }