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Unity Multiplayer Fish-Networking: Networking Evolved

Discussion in 'Multiplayer' started by Punfish, Nov 24, 2021 at 3:41 PM.

  1. Punfish

    Punfish

    Joined:
    Dec 7, 2014
    Posts:
    93
    Some of you may already know me, and what I do. For those not familiar I am a career game developer and have a presence for making multiplayer assets and tutorials under the name 'FirstGearGames'.

    For the past eight months or so I have been working on my own FREE open source networking solution, more efficient than any other free solution, with considerably more features.

    To name a few: built-in prediction (client side prediction/server authoritative movement), highly versatile network scene management, 2 byte RPCs (compared to 26 bytes on competitors), tick based, fast domain reload support, and more.

    You can see a full feature list here: https://fish-networking.gitbook.io/docs/manual/general/features
    and what is planned here: https://trello.com/b/taAfXWKP/fishnet-fish-networking

    Fish-Networking will be joining the asset store with the first official release soon; in the mean time you can access the open beta releases here https://github.com/FirstGearGames/FishNet

    If you have any questions for me feel free to follow up here. You can also join me on my Discord community at https://discord.gg/NqzSEqR

    Thank you for reading!
     
    toddkc likes this.
  2. toddkc

    toddkc

    Joined:
    Nov 20, 2016
    Posts:
    134
    More options never hurt. This sounds neat! Excited to give it a try.
     
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