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Connected Games API

Discussion in 'Multiplayer' started by OndrejP, Oct 18, 2018.

  1. OndrejP

    OndrejP

    Joined:
    Jul 19, 2017
    Posts:
    304
    Can we get out hands on API of the connected games? And some information about integration?

    The networking is big deal, because it has to be integrated into many game-logic classes / MonoBehaviours. We saw how it worked with UNET, bunch of attributes (SyncVar, Command, RPC) and UNetWeaver which does the magic when building assembly. Alternatively developer can utilize OnSerialize/OnDeserialize and write everything himself.

    I'm not big fan of MSIL post processing, because it hides from programmer how things truly behave. E.g. mySyncVar = 5; sends it over network, but SetValue(ref mySyncVar); does not. But there's probably not any better solution.

    How will it be handled with Connected Games? Can we get some concrete information?
    So far we have bunch of "marketing crap" and why is client-server better than P2P.
     
  2. SamuelGoldenbaum

    SamuelGoldenbaum

    Joined:
    May 21, 2017
    Posts:
    47
    Umm, is there a actually a question in all that?
     
  3. OndrejP

    OndrejP

    Joined:
    Jul 19, 2017
    Posts:
    304
    Yes, two questions on the first line and two more at the end.

    Since FPS Sample was released, we have some new information.
    In FPS Sample the approach is: Use new transport layer and do the rest yourself.

    ...this means there's no higher-level networking API now, which would make networking easier (like UNet did).

    I hope they will take experience from making FPS Sample and build higher-level API which would replace UNet (or at least some lower part of it).