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A few questions about networking different projects through UNET

Discussion in 'UNet' started by dansitnick, Jun 3, 2019.

  1. dansitnick

    dansitnick

    Joined:
    Jun 9, 2016
    Posts:
    14
    I'm looking to use UNET to develop cross-platform network functionality. However, this requires that I use two different Editor versions for each platform.

    I know at the very least that I can disable Script CRC check, and I can have some idea of a working player prefab that's shared between both platforms.

    However, I'm looking into how I could handle this for scene objects or registered spawnable prefabs.

    Are there a set of best practices for NetworkBehaviours in the scene vs as spawnable prefabs?

    Or, should I put all of my networking functionality in the player object?
     
  2. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    Unet was never intended to be used between different editor versions. Unet is deprecated. Unet is buggy and unfinished.

    Use something else.