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multiplayer used in website

Discussion in 'Multiplayer' started by tushar_unity775, Nov 1, 2022.

  1. tushar_unity775

    tushar_unity775

    Joined:
    Jun 17, 2022
    Posts:
    20
    Hello everyone . I get to know a website https://holofair.net/events/ which hosts virtual events .
    Can anyone please suggest me , what is used in this website for multiplayer because inspite of various efforts i cannot find an optimal solution for multiplayer in unitywebgl .
    Please suggest me an some optimal solutions for multiplayer in unitywebgl.
     
  2. r31o

    r31o

    Joined:
    Jul 29, 2021
    Posts:
    458
    You can use :
    -Fish-Networking
    -Mirror
    -Netcode for gameobjects.

    All of them have a transport for webgl.
     
  3. tushar_unity775

    tushar_unity775

    Joined:
    Jun 17, 2022
    Posts:
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    thank you for your suggestion . But some suggestions needed
    1. are netcode supported in webgl . Because i have tried using it but did not work
    2. is photon supported
    3. how many players can it handle
     
    Last edited: Nov 2, 2022
  4. r31o

    r31o

    Joined:
    Jul 29, 2021
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    Here is the transport you need (the websockets one)
    And here how to install a transport
     
  5. tushar_unity775

    tushar_unity775

    Joined:
    Jun 17, 2022
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    can it work on webgl ? and how many Players can it handle
     
  6. r31o

    r31o

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    Its supposed to work on WebGL.
    The number of players it can handle will depend on what are you making, for example a FPS game will handle less players thst a game like chess.
     
  7. tushar_unity775

    tushar_unity775

    Joined:
    Jun 17, 2022
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    i have tried it
    After building the webgl export . Its showing errors
     
  8. r31o

    r31o

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    What errors?
     
  9. CreativeChris

    CreativeChris

    Unity Technologies

    Joined:
    Jun 7, 2010
    Posts:
    452
    You can use Netcode for GameObjects for the WebGL build target by using a combination of package and engine versions.

    I wrote a thread about it here as a temporary solution while we work on the official docs.