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DOTSNET - High Performance Unity ECS Networking from the co-creator of Mirror!

Discussion in 'Multiplayer' started by vis2k, May 1, 2020.

  1. Willchenyang

    Willchenyang

    Joined:
    Jul 20, 2018
    Posts:
    14
    This looks really great. I have one question.
    I am using unity for rendering on server side. So basically I am streaming frames from my server. Does DOTSNET supports connection from client outside unity? Say a webpage running with kcp?
     
  2. vis2k

    vis2k

    Joined:
    Sep 4, 2015
    Posts:
    3,854
    DOTSNET supports different transports.
    For a web browser you need websockets, kcp is UDP which doesn't work for web browsers.
     
  3. Willchenyang

    Willchenyang

    Joined:
    Jul 20, 2018
    Posts:
    14
    Thanks! So in this case if I want to use it with web browser I will need a middleware server to transfer from UDP/TCP to websocket? Sorry I am not vary familiar with different transports.
     
  4. vis2k

    vis2k

    Joined:
    Sep 4, 2015
    Posts:
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    You just need a websocket transport.
    We have one for Mirror. It's relatively easy to convert that to DOTSNET if you want to try.
    Websocket transport is kinda slow though. Not really fast enough to keep up with DOTSNET, that's why I didn't add it yet.
     
  5. Willchenyang

    Willchenyang

    Joined:
    Jul 20, 2018
    Posts:
    14
    That will be great ! I can try it. The reason we want to use Dots is because we can increase our concurrency on server and save some cost. Latency is not our first priority so websocket should be acceptable. Thanks
     
  6. vis2k

    vis2k

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    Sep 4, 2015
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    Websocket transport is slow, as in can't handle that much data.
    It's a starting point, but for DOTSNET we'll need a way better optimized one later.
     
  7. vis2k

    vis2k

    Joined:
    Sep 4, 2015
    Posts:
    3,854
    Hey guys, just a heads up.
    There seems to be a 'no available transport found' bug in builds ever since upgrading to Unity 2020.3 LTS.
    Something is different in the bootstrap process, not sure why yet.

    Testing 2020.1 again today and will downgrade if it's stable.
     
  8. vis2k

    vis2k

    Joined:
    Sep 4, 2015
    Posts:
    3,854
    V1.28 pending review!
    Important: downgrade to Unity 2020.1.16 again for now!
    2021-04-15_11-54-59@2x.png
     
  9. vis2k

    vis2k

    Joined:
    Sep 4, 2015
    Posts:
    3,854
  10. vis2k

    vis2k

    Joined:
    Sep 4, 2015
    Posts:
    3,854
    V1.29 pending review: NetworkComponents
    2021-04-30_11-16-52@2x.png
     
    unity-freestyle likes this.
  11. zevonbiebelbrott

    zevonbiebelbrott

    Joined:
    Feb 14, 2021
    Posts:
    4
    Is my project feasible with DOTSNET?

    500CCU, around 40k entities(enemies, nature objects, projectiles, potentially moving and colliding with each other), RPG style mmo(items, inventory, health, player stats, special abilities(area effects), anti cheat, trading, chat and loot).

    Thanks in advance.
     
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