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New networking engine, What whould u suggest (like to see)?

Discussion in 'Assets and Asset Store' started by MadFishGames, Aug 15, 2018.

  1. MadFishGames

    MadFishGames

    Joined:
    Apr 29, 2016
    Posts:
    7
    Hello guys, Here's little story, Some time ago I've released networking engine called Lura, But after a while I deprecated it, Because It hadn't got much features and generally it wasn't good enough. Well, It was working but it wasn't perfect. Major reason was that it only supported UDP protocol which I wasn't happy about.

    So about month ago, I've started making new, much better one, and I've already done some basics.

    Note that, Lura will have no concurrent user limit (if you host you server, i don't know yet about cloud).

    What's done:
    • TCP & UDP support (both uses Sockets).
    • Basic class serialization (vectors).
    • Very basic cheat detection (for server - speed detection, for client - process detection)
    • Some tools for method invoking, singleton making and serialization.
    • Packet compression/serialization
    What's in process:
    • Packet structure.
    • RPC (remote produce call)
    • Chet detection (right now, speed (server) and process running (client) is done)
    What's planned:
    • Matchmaking.
    • Rigidbody sync (transform sync is nice, but for more smooth physics I think this is good option)
    • Ideas so far (suggest me if u like them, which one(s)?)
      Privilege system (admins, moderators - with additional powers, such as kicking player, closing match)
    • Friends system (if you game can have one player with one name, for example, player get's name assigned by their registration name, this system is pretty useful, join friend, chat friend... many more)
    • Cloud. (this is complicated, I can make website, support Lura with it, post documentations/news/updates, basically everything, but it has cost, hosting the servers and hosting the website. and If Lura (without cloud at first) does well, with that funding, I will make it cloud based as well (of course, it will be optional)
    • Console server (sometimes it's unnecessary to run unity instance when you don't need one, so I guess this is good way to host server)
    • Distance based world updates. (Server sends update about world if client is in distance)

    Well that's pretty much it. Please give me some suggestions, What I missed, and what would be awesome for you to see in networking system.

    Any suggestion/advice is much appreciated! Have a great day :)
     
    ZhavShaw and Neviah like this.