Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice

Official Megacity Metro Demo Now Available

Discussion in 'Announcements' started by TreyK-47, Mar 14, 2024.

  1. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,836

    Dive into large-scale multiplayer game development with Unity’s Megacity Metro. This sample offers insights into building games that work across different platforms, using Unity Cloud Services, DOTS, and the Universal Render Pipeline (URP). It’s designed with features like prediction, interpolation, and lag compensation to enhance gameplay, even with high latency.

    With support for over 128+ cross-platform concurrent users, Megacity Metro demonstrates Unity’s scalability and multiplatform capabilities. It’s a blueprint for developers looking to understand multiplayer game mechanics or for studios seeking to incorporate the latest game technologies.

    Join the webinar on March 27 at 9:00 am PT to see how to use Unity Cloud Services, DOTS, and URP to build a high performance multiplayer game that supports 100+ players on desktop and mobile.

    Download Megacity Metro today.
     
    Last edited: Mar 14, 2024
    Mj-Kkaya, PaulMDev, VLRSOFT and 8 others like this.
  2. altepTest

    altepTest

    Joined:
    Jul 5, 2012
    Posts:
    1,143
    Honestly it doesn't look good. I'm speaking about the graphics not the code and multiplayer integration. But on the demo landing page there are bragging rights about HDRP and URP. Which they don't look good at all even for mobile. This is PS2 brown era graphics.

    Cut 2% from both unity CEOs monthly earnings and buy some good looking graphics from the asset store.
     
    katoun likes this.
  3. DragonCoder

    DragonCoder

    Joined:
    Jul 3, 2015
    Posts:
    1,745
    Note this line:
    "Use of HDRP in Megacity and URP in Megacity Metro"
    The video above shows Metro which includes mobile support. For the HDRP quality (albeit now 4 years old) look at this:


    Either way it looks great!
     
    PaulMDev and diegoossa like this.
  4. altepTest

    altepTest

    Joined:
    Jul 5, 2012
    Posts:
    1,143
    so this includes only URP? ok, really strange way to write that "feature" in the landing page.

    Anyway, urp CAN look good on mobile. So I'm not saying that URP is not capable to look good. Just that this demo is lacking in the visual department

    If you want to give them a default pat on the back, ok, but I'm way over this and I believe the only way they can turn back from the abyss is to be honest with them.

    Ironically you are unintentionally helping them remain subpar when you approve low efforts
     
    JesOb likes this.
  5. DragonCoder

    DragonCoder

    Joined:
    Jul 3, 2015
    Posts:
    1,745
    Eh, good luck finding a better looking alternative that can do this on a large number of mobile devices...
     
  6. JesOb

    JesOb

    Joined:
    Sep 3, 2012
    Posts:
    1,110
    Last edited: Mar 21, 2024
  7. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,816
    I think you misunderstand whole purpose of the demo of Mega City.

    Visuals are not bad. But they are not main focus of this demo.

    It is amount of elements displayed in the scene, using DOTS, as well in this case networking. Demo may intentionally not wanting go toward more realistic graphics. That would be responsibility of developers, who want to convert to such.
     
    DragonCoder likes this.
  8. altepTest

    altepTest

    Joined:
    Jul 5, 2012
    Posts:
    1,143
    I don't buy this explanation. A complete game needs to look good and perform well. If adding the graphics workload will reduce the performance of DOTS by half for example then the tech is flawed. (theoretically speaking not based on any tests and may not be an issue)
     
    johnroodt likes this.
  9. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,816
    It is tech demo, focused on DOTS. Not a full game.
    And demo aim was to show, it can run on mobile devices.

    Anyone can put their own shaders, to make visually to their liking.

    Many devs have not issue with releasing games using DOTS, with various fidelity of graphics.

    But if you want just pretty visual demos, Unreal is a better place.
     
    spiney199, Neonlyte and DragonCoder like this.
  10. Neonlyte

    Neonlyte

    Joined:
    Oct 17, 2013
    Posts:
    516
    IIRC the Megacity Demo that ran on iPhone X was a special build that a different studio optimized it for the phone. That particular version of the demo was not made available to the public, IIRC.
     
    Last edited: Mar 27, 2024
  11. Neonlyte

    Neonlyte

    Joined:
    Oct 17, 2013
    Posts:
    516
  12. JesOb

    JesOb

    Joined:
    Sep 3, 2012
    Posts:
    1,110
    OK

    Does it change anything?

    We have facts:
    - original demo with tweaks can run on today low-middle mobile when run on optimized LWRP of 2018 showing slightly lower LOD then PC version
    - 6 years later after huge amount of optimisations for URP, ECS, Jobs and Burst we have mobile demo that looks like lowest LOD of original demo and even worser

    Q: what direction we move?
    I dont think it is just such style, because it looks like very very very cropped down version by entities count by render objects count by tris count and everything else. The only thing added is multiplayer logic.

    This is good demo for multiplayer for sure but better they dont use cropped down version of, Good rendering capabilities Demo, for multiplayer. Just because not so many devs want to create bad looking battle royal game, but pretty many of them waht to create good looking game.

    There Unreal made better job, they never use crappy graphics to showcase some other capabilities of Engine.
     
  13. DragonCoder

    DragonCoder

    Joined:
    Jul 3, 2015
    Posts:
    1,745
    What Unreal shows is usually unachievable by a small indie (unless they copy the assets directly)...
     
    PaulMDev likes this.
  14. runner78

    runner78

    Joined:
    Mar 14, 2015
    Posts:
    805
    You are forgetting an important point here, the old demo had practically no gameplay, most of the hardware resources could be used for rendering. But as soon as you add real gameplay for 100+ multiplayer, then you have to start making compromises.
     
    PaulMDev and DragonCoder like this.
  15. JesOb

    JesOb

    Joined:
    Sep 3, 2012
    Posts:
    1,110
    Agree :)
    Unreal mostly showcase graphics for AAA

    On the other hand Original Megacity Demo was created by very small team of just few people it has very few assets and everything else is repetition. Very Good composed repetition.
    So that is pretty achievable for indie studio :)

    Agree :)
    But URP is not the tool for low end mobile it is Universal so for any modern mobile with Graphics Jobs enabled, Burst, Jobs, ECS and good occupation of 8 CPU mobile cores it is pretty easy to show what was in original demo. I believe :)

    Additionally
    In Multiplayer dedicated server game all gameplay logic is on server and client only show Ghosts without computing their behavior, so Client must only compute input and logic for 1 player.

    In client host mode mobile phone unable to simulate 120 mobs and render rich world it is true.
    But in only server or only client mode is totally possible.

    Additionally I can say that gameplay logic of Megacity Metro looks super simple stupid and must be very simple to compute by 8xCPU Cores

    PS. I have not actually profiled that demo to see what was created and how it works :)
     
    BlocCole and DragonCoder like this.
  16. runner78

    runner78

    Joined:
    Mar 14, 2015
    Posts:
    805
    The client still needs to be able to compute all 100 players and their actions (with interolation?) and your actions against the other players with prediction. Basically the same simulation runs on the client, just without the server stuff.
    But there are also many people with old or cheap mobile devices, or both. My iPhone is also 10 years old.
     
  17. JesOb

    JesOb

    Joined:
    Sep 3, 2012
    Posts:
    1,110
    No this is not how network ghosts suppose to work
    Someone can create network like this for sure but it will be bad experience creating game on top of it :)

    As a sample see how Photon Fusion or Counter Strike or any modern Multiplayer game network works :)
    Client predict only local movement. All ghosts is as empty as possible and client run only their animation in past and only if they pass AOI (Area Of Interest) test. Those who dont pass AOI even dont consume network bandwidth.
     
  18. runner78

    runner78

    Joined:
    Mar 14, 2015
    Posts:
    805
    Are you sure? The top posting says something about lag compensation, but if all the other ghosts apart from the player are just simple server replications, wouldn't that mean that with every lag everything would stop for a moment?
     
  19. JesOb

    JesOb

    Joined:
    Sep 3, 2012
    Posts:
    1,110
    Lag compensation is a system that runs on server side and know in what time you shoot so raycast of shoot will be applied in the same time of world in which you saw it when press fire button. So this thing work totally on server side and actually inside NetworkedPhysicsRaycast logic
     
  20. Neonlyte

    Neonlyte

    Joined:
    Oct 17, 2013
    Posts:
    516
    All we had for the fact that it ran on the iPhone was from the video from Unite keynote and the tweet you linked to, which were not good enough to eyeball graphics quality. Notice that I mentioned "That particular version of the demo was not made available to the public, IIRC.", so I doubt that you can simply say it "looks [...] even worse" when the baseline for the comparison is not even there, unless I have missed something entirely.
     
  21. altepTest

    altepTest

    Joined:
    Jul 5, 2012
    Posts:
    1,143
    looking at my Lyra Sample Game project which has both client and server code out of the box and it plays and works great. hint: Is a stripped down Fortnite project
     
  22. PyrateAkananto

    PyrateAkananto

    Joined:
    May 8, 2018
    Posts:
    12
    After thoroughly testing the Megacity Metro project both without a connection to Unity Cloud and with a locally hosted server, we encountered several issues that merit attention. It is unclear whether these issues are inherent to the project design or specifically related to our unique setup.

    Pros:
    • The user interface is both visually appealing and intuitively designed.
    • Multiplayer functionality performs well, indicating robust network code.

    Major Bugs:
    • Locally hosted servers exhibit instability, shutting down unexpectedly without generating player logs, complicating troubleshooting efforts. This is a critical issue that must be resolved! It sounds like UUM-39498 (https://issuetracker.unity3d.com/is...d-server-crashes-when-calling-socket-dot-send) but the issue tracker claims that this is already fixed in 2022.3.21f1 which is the version we are using for evaluating Megacity Metro.
    • It is not possible to change player names on locally hosted servers.
    • In the client only IPv4 addresses of the server can be entered, neither IPv6 addresses or domain names are possible, which is an unnecessary and unpractical limitation.
    • Clients experience indefinite loading when attempting to connect to non-existent servers which is a bad user experience.

    Minor Bugs:
    • Numerous shader warnings and console spam detract from the development experience. This is a known problem in the dedicated server build target since its release.
    • Flying cars sporadically disappear if players move close to them. It also seems like they have no collider, and players can fly right through them.
    • The player spaceship has no colliders on the wings.

    Cons:
    • The graphics quality represents a significant regression from expected standards. For a project intended to showcase a production-ready multiplayer framework, it falls short of providing a holistic, polished game experience.
    • Some people were saying "Hey, this doesn't look as good as Megacity, but it has way more gameplay!" but in our opinion, there isn't much gameplay. Notably, interactive elements such as holograms lack functionality and the respawn mechanic is overly simplistic.

    In conclusion, the Megacity Metro project, as tested, does not fulfill its promise to demonstrate the capabilities of Netcode for Entities in a production-like game environment. The experience is marred by significant technical issues and a lack of gameplay depth, resulting in a product that resembles a dated, early 2000s game more than a cutting-edge Unity showcase. This feedback is intended to highlight areas for improvement in the hope that future iterations will address these concerns.

    In addition the advertised webinar on March 27th failed to deliver meaningful insights into the Megacity Metro project or the Netcode for Entities library, serving instead as a promotional platform for Unity Gaming Services.
     
    HershBansal and BlocCole like this.
  23. altepTest

    altepTest

    Joined:
    Jul 5, 2012
    Posts:
    1,143
    if you get some issues locally but not remote maybe there could be related with the various firewalls and ports windows mess with (if you are on windows)
     
  24. katoun

    katoun

    Joined:
    Dec 26, 2012
    Posts:
    91
    If this is a "large-scale" game, then I am disappointed aa the original Megacity was quite impressive...at that time...6 years ago. This looks like a really stripped down version of the original demo in order to make it work ok inside the editor.
    The original Megacity project works in the editor (2022.3) horrible. I can open in Unreal Engine 5 the Electric Dreams Env project which is a number of time larger and more detailed and the editor runs smooth.
     
    johnroodt likes this.
  25. bfelixx

    bfelixx

    Joined:
    Oct 6, 2023
    Posts:
    11
    The server was hosted on a linux machine with no restrictions. Firewall and ports are not the problem, but megacity metro is.
     
  26. sbsmith

    sbsmith

    Joined:
    Feb 7, 2013
    Posts:
    127
    I was keen to dig into Megacity Metro (pulled c41a460) but it seems none of the Tutorials work and produce an exception. The tutorials on Megacity Sample (pulled 6c29dee) are intact, but there is a compile error upon launch. It just seems like they changed the name of the default scene and some code still refers to Megacity.unity instead of Main.unity.