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Forge Networking - FAQ

Discussion in 'Assets and Asset Store' started by FisherM, Oct 13, 2016.

  1. FisherM

    FisherM

    Joined:
    Dec 28, 2013
    Posts:
    366
    Forge Networking - Frequently Asked Questions
    We receive a lot of questions about forge networking on our slack chat and here on the unity forums. A lot off the issues come down to missunderstanding, incorrect usage and/or poor netcode design interacting with our framework.
    We've decided to create this post to help answer some of the most common issues and complaints, we hope it is helpful. We'll be making regular additions moving forward.

    If you haven't tried Forge Networking you can check it out on the unity forum or asset store. If you need further help contact any of the Forge Networking team for slack access or try our developer portal.

    Does forge networking support multiple rooms being hosted on the same server?

    You can host multiple servers and have people connect to each and manage them like rooms. This is the best option and what we recommend.

    Alternatively, you can have all playersjoin one server, manage which players are in which rooms and target the RPCs to the players in the groups you want them to be sent to. Be aware the server will only have one instance of the unity scene regardless of how many rooms you have. This will mean physics objects on the server from different scenes are able to collide with each other.

    Does forge networking support platform (any platform)?

    Forge Networking supports all platforms unity's underlying sockets class supports. This includes IOS, Windows, Android, Xbox One, Xbox 360, Playstation 3, Playstation 4 and Forge Networking also supports WebGL.

    Does forge networking handle NAT problems?

    Forge Networking supports NAT punch through.

    How can I connect via LAN or Bluetooth?

    Yes, there is no difference using a LAN/Bluetooth connection, they simply use a different format for their IP addresses.

    Authoritative input still produces the occasional teleport/flickering how can this be avoided?

    This can be very challenging to get right and occurs because unity uses a nondeterministic physics system, therefor any clients side prediction cannot be entirely accurate. I would suggest joining our slack chat where you will find a lot of experience with a lot of different use cases.I would also suggest some googling about client side prediction techniques for your type of project.
     
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