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Connected Games: general feedback and questions

Discussion in 'Connected Games' started by BHouse, Sep 13, 2018.

  1. BHouse

    BHouse

    Unity Technologies

    Joined:
    Jan 10, 2018
    Posts:
    22
    We are committed to making connected games accessible to all creators, and the commitment to solving the breadth of this problem space is a long-term commitment at Unity.

    This sticky post will be kept up-to-date with links to talks and blog posts that are relevant to Connected Games as a whole:

    Talks

    Blog Posts
    We will monitor this thread for feedback and questions related to the general vision and direction. We are initially focused on solving the “Real-time Session-based Multiplayer” problem space, and we will expand our focus in the coming months and years.

    Specific technical topics will be discussed in the following sticky threads - if you have feedback and questions about any of these areas, please post there to ensure the support team members and developers dedicated to those topics see and respond:
     
    moco2k, Joe-Censored and dichardson like this.
  2. moco2k

    moco2k

    Joined:
    Apr 29, 2015
    Posts:
    288
    Hey,

    here is some feedback.

    General thoughts:
    • The new focus and increased attention on networked games is exciting. However, IMHO, this step also is absolutely overdue because I think that multiplayer is among the most exciting aspects regarding video games.
    • When current UNET started back in 2015 it was pretty exciting as well. For example, I really like most HLAPI concepts and the simplicity it provides for creating networked games (SyncVars, SyncLists, Callbacks, etc.). I do not yet fully understand the point in the blog that the old HLAPI has been too over-general. Yes, please make it better, more stable, modular and such. And game-type-specific solutions are nice as well. But do not let the good things of the current HLAPI go to waste.
    • When talking about HLAPI support, documentation, bug fixes and improvements, the last 3 years were highly disappointing (LLAPI support was fine though). So, the improvement potential is all there.
    • I highly appreciate that you plan to closely listen to community feedback. Again, I remain a bit skeptical because this approach was visible for UNET as well. But I guess this time you are more serious about it.

    Expectations / needs / hopes :
    • Willingness to be flexible and actually adjust/improve your plans based on community feedback
    • Support for both dedicated servers and player-hosted servers
    • Support for both Internet games and LAN games (even without internet connection at all)
    • Fair-priced optional matchmaking options
    • Fair-priced optional relay options (in contrast to the current system, using a relay service should be uncoupled from matchmaking, it should be an independent service/module)
    • Support for NAT punch through
    • Support for Steam
    • It should be as comfortable as possible to port existing UNET projects using the current HLAPI to the new networking stack. I’ve spend 3 years developing my project with UNET, incl. workarounds for existing bugs. However, I don’t want to stick with a deprecated networking system. Also, I don't want to stick with an LTS release but instead keep up close to the latest unity releases. So I would like to start porting my project to the new system just as soon as possible. Sure, I’m fine that this will require some considerable migration efforts. However, I do not want to recreate the whole game's network code and architecture. So, I really hope that the new system provides solutions to replace existing concepts such as SyncVars, SyncLists, Commands, Rpcs, different channels, etc. with reasonable efforts.
    • Don't make a step back regarding essential features.
    • Yes, ECS might be exciting, but I hope that you do not over-prioritize on this.
    Just my 2 cents. I hope that it's helpful. Keep up the good work! :)
     
    Last edited: Sep 19, 2018 at 10:11 AM
    alior and Jos-Yule like this.
  3. Vashchuk

    Vashchuk

    Joined:
    May 24, 2012
    Posts:
    23
    I'm very excited about the new realtime multiplayer solution and I would like to know if I'll be able to use it on 2017 version of Unity. My current project has a lot of custom complex shaders and I'm a bit sceptical about the new 2018's version render pipelines.