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A true P2P Framework for Unity

Discussion in 'Connected Games' started by Viggy1996, Jan 4, 2019.

  1. Viggy1996

    Viggy1996

    Joined:
    May 11, 2017
    Posts:
    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

    Joined:
    Mar 26, 2013
    Posts:
    5,435
    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

    Joined:
    Mar 2, 2014
    Posts:
    458
    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

    Joined:
    Feb 20, 2013
    Posts:
    120
    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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