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A true P2P Framework for Unity

Discussion in 'Multiplayer' started by Viggy1996, Jan 4, 2019.

  1. Viggy1996

    Viggy1996

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    May 11, 2017
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    39
    All I've seen in Asset Store are Listen Servers which are not "P2P" in the sense that there is a server and the data is sent through it. UNet also seems to follow this Listen Server Concept. Are there any true P2P Networking out there for Unity or C# in general.
     
  2. Joe-Censored

    Joe-Censored

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    Mar 26, 2013
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    11,847
    Because of the current state of the Internet, where almost every computer is using a non-routable IP address, true P2P, where every client talks directly with every other client, is going to be difficult to get good reliability out of. I would be surprised if there is a well designed framework for that unless it targets LAN games only.
     
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  3. nxrighthere

    nxrighthere

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    Mar 2, 2014
    Posts:
    567
    HumbleNet is what you are looking for. It supports Unity, and you can find an introduction article here with an example based on Quake 3.
     
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  4. doctorpangloss

    doctorpangloss

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    Feb 20, 2013
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    This is pretty much spot on.

    If compatibility isn't important to you and engineering purity is, you can achieve nearly true P2P with IPv6 hosts. You can use DHT and a simple static web server to achieve discovery of peers.
     
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