9798278318019 (10 results)
More imagesPublished by Independently Published 2025
- Softcover
Seller: Rarewaves.com USA, London, United KingdomRarewaves.com USA
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Seller: GreatBookPrices, Columbia, U.S.A.GreatBookPrices
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Seller: GreatBookPrices, Columbia, U.S.A.GreatBookPrices
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Condition: As New. Unread book in perfect condition.

Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK
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US$ 32.87
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Condition: New.

Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK
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Condition: As New. Unread book in perfect condition.
More imagesPublished by Independently Published 2025
- Softcover
Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK
Contact seller5-star sellerCondition: New
US$ 32.88
US$ 86.71 shippingShips from United Kingdom to U.S.A.Quantity: Over 20 available
Paperback. Condition: New.

Published by Independently Published 2025
- Softcover
- Print on Demand
Seller: Grand Eagle Retail, Bensenville, U.S.A.Grand Eagle Retail
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US$ 35.31
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Paperback. Condition: new. Paperback. Multiplayer games don't just run-they perform illusions. Every shot fired, every hit registered, every smooth movement across a chaotic network is a carefully engineered trick. Behind every "real-time" moment lies latency, prediction, reconciliation, and thousands of silent decisions made in… milliseconds.This book takes you behind that curtain.C# Network Programming: Unity Netcode for GameObjects is your hands-on guide to architecting fast, fair, modern multiplayer systems using Unity's NGO stack. Instead of abstract theory, you'll build a competitive shooter from the inside out-complete with server authority, lag compensation, client-side prediction, state replication, matchmaking, and dedicated servers. Every chapter walks you through real engineering workflows, showing not just the "how," but the why behind each networking decision.The result: a book that feels technical, cinematic, and actionable-giving you the clarity and confidence to build multiplayer features that actually work in production. Key FeaturesBuild a complete multiplayer shooter using Unity's Netcode for GameObjectsImplement authoritative movement, prediction, interpolation, and reconciliationMaster hit detection, lag compensation, snapshot buffers, and rewindingDesign real-time combat systems that remain fair even under heavy network strainConfigure Unity Relay, Lobby, Matchmaking, and Dedicated ServersArchitect secure, cheat-resistant systems with input validation and server controlOptimize bandwidth, profiling, serialization, and packet-level performance Why This Book Stands OutInstead of giving you scattered tutorials, this book gives you a unified engineering mindset-one that mirrors how professional multiplayer systems are designed. Every concept builds toward a real, playable project, so you learn by constructing a fully networked game that withstands latency, jitter, player load, and real-world internet behavior. The explanations are clear, modern, and grounded in practical C# patterns, making even advanced networking topics feel approachable and immediately usable. Who This Book Is ForThis book is for Unity developers who want to break into multiplayer engineering without guesswork-whether you're building your first networked prototype, scaling a serious PvP shooter, or transitioning from single-player systems to real-time distributed simulation. It welcomes programmers who want both clarity and depth, and who aspire to build games that feel polished, responsive, and production-ready. What You'll GainA complete understanding of how real multiplayer games actually runThe ability to design authoritative, secure, cheat-resistant systemsConfidence to build prediction and reconciliation pipelines that feel smoothThe skills to handle lag, packet loss, rewinding, and complex combat logicA professional workflow for spawning, pooling, syncing, and managing entitiesMastery of Unity Relay, Lobby, matchmaking, and dedicated server setupsReal C# patterns you can reuse across any multiplayer project This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

Published by Amazon Digital Services LLC - Kdp 2025
- Print on Demand
Seller: PBShop.store US, Wood Dale, U.S.A.PBShop.store US
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US$ 35.43
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PAP. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Published by Amazon Digital Services LLC - Kdp 2025
- Print on Demand
Seller: PBShop.store UK, Fairford, United KingdomPBShop.store UK
Contact seller5-star sellerCondition: New
US$ 33.22
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PAP. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

Published by Independently Published 2025
- Softcover
- Print on Demand
Seller: CitiRetail, Stevenage, United KingdomCitiRetail
Contact seller5-star sellerCondition: New
US$ 37.77
US$ 49.36 shippingShips from United Kingdom to U.S.A.Quantity: 1 available
Paperback. Condition: new. Paperback. Multiplayer games don't just run-they perform illusions. Every shot fired, every hit registered, every smooth movement across a chaotic network is a carefully engineered trick. Behind every "real-time" moment lies latency, prediction, reconciliation, and thousands of silent decisions made in… milliseconds.This book takes you behind that curtain.C# Network Programming: Unity Netcode for GameObjects is your hands-on guide to architecting fast, fair, modern multiplayer systems using Unity's NGO stack. Instead of abstract theory, you'll build a competitive shooter from the inside out-complete with server authority, lag compensation, client-side prediction, state replication, matchmaking, and dedicated servers. Every chapter walks you through real engineering workflows, showing not just the "how," but the why behind each networking decision.The result: a book that feels technical, cinematic, and actionable-giving you the clarity and confidence to build multiplayer features that actually work in production. Key FeaturesBuild a complete multiplayer shooter using Unity's Netcode for GameObjectsImplement authoritative movement, prediction, interpolation, and reconciliationMaster hit detection, lag compensation, snapshot buffers, and rewindingDesign real-time combat systems that remain fair even under heavy network strainConfigure Unity Relay, Lobby, Matchmaking, and Dedicated ServersArchitect secure, cheat-resistant systems with input validation and server controlOptimize bandwidth, profiling, serialization, and packet-level performance Why This Book Stands OutInstead of giving you scattered tutorials, this book gives you a unified engineering mindset-one that mirrors how professional multiplayer systems are designed. Every concept builds toward a real, playable project, so you learn by constructing a fully networked game that withstands latency, jitter, player load, and real-world internet behavior. The explanations are clear, modern, and grounded in practical C# patterns, making even advanced networking topics feel approachable and immediately usable. Who This Book Is ForThis book is for Unity developers who want to break into multiplayer engineering without guesswork-whether you're building your first networked prototype, scaling a serious PvP shooter, or transitioning from single-player systems to real-time distributed simulation. It welcomes programmers who want both clarity and depth, and who aspire to build games that feel polished, responsive, and production-ready. What You'll GainA complete understanding of how real multiplayer games actually runThe ability to design authoritative, secure, cheat-resistant systemsConfidence to build prediction and reconciliation pipelines that feel smoothThe skills to handle lag, packet loss, rewinding, and complex combat logicA professional workflow for spawning, pooling, syncing, and managing entitiesMastery of Unity Relay, Lobby, matchmaking, and dedicated server setupsReal C# patterns you can reuse across any multiplayer project This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.