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In today's video I cover how we can use ServerRpc and ClientRpc with ClientRpcParams to communicate back and forth between the server and clients, also ClientRpcParams allow us to specify exactly which client to use when executing a method for clients. The main ideas for this multiplayer video are: 1- A new punch animation will be synchronized to all clients 2- A Physics Raycast will be used to determine if we're hitting another player 3- The Raycast hit NetworkObject on other players will be used to determine which client we need to decrease the health for. 4- A Client Remote Procedure call (ClientRpc) will be used from ServerRpc to notify the client who got hit with a punch, also we will use ClientRpcParams to designate the clientId we need to use to notify the correct player. The Unity Multiplayer demo shown in this video can be freely downloaded from GitHub at: https://github.com/dilmerv/UnityMulti... Important Relay documentation available at: https://docs.unity.com/relay/introduc... https://docs-multiplayer.unity3d.com/... Recommended and very populate Multiplayer solution for Unity: (Photon 2 Unity Networking) https://assetstore.unity.com/packages... Support me in Patreon so I can keep doing stuff like this for free! / dilmerv Get realtime indie development tips from me in Twitter / dilmerv Subscribe to my indie development videos & game releases newsletter https://www.dilmergames.com Blog about Indie development and startup https://www.dilmergames.com/blog #unity3d #multiplayer #netcode