NetPad
  • General
    • Introduction
    • Technical Overview
  • Manual
    • Terminology
      • Server (Game), Client (Controller)
      • Controller - Input, Proxy
      • Constants
      • Webserver
    • Components
      • NetPadServer
      • NetPadClient
      • NetPadBehaviour
      • Input
        • NetPadJoystick
        • NetPadGyroscope
        • NetPadDPad
          • DPadButton
        • NetPadAccelerometer
        • NetPadTouch
        • NetPadCamera
        • NetPadButton
      • LayoutListener
      • NetPadDiscoveryServer
      • NetPadDiscoveryClient
    • Other
      • Attributes
      • Build Pipeline
      • NetPad Settings
      • NetPad Constants
    • Tutorials
      • Getting Started
        • Project Setup
        • Game Setup
          • Preperation
          • Ball
          • Ball Spawner
          • Scene Setup
        • Controller Setup
          • Background - Player Properties
          • Scene Setup
        • Build
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  • NetPadPlayer
  • Client
  1. Manual
  2. Terminology

Server (Game), Client (Controller)

Server is always a part of your game, takes care of connections and messages. Your game also runs the server, this makes it possible to create a local coop game without much network complexity.

NetPadPlayer

When a client connects a NetPadPlayer represents the client. Provides the input and allows to share data.

Client

Client connects to the server. A client is always a controller and provides input or other data for your game. The provided input can then be used to e.g make your ball roll or jump.

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Last updated 2 years ago