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[OUTDATED] uMMO - Unity MMO Server and Network Management Solution

Discussion in 'Assets and Asset Store' started by softrare, Feb 4, 2014.

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  1. MichaelHF15

    MichaelHF15

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    This asset is not what I thought it was at first. At first glance, with the demo, it seems like trash. I loved the sounds of it though, so I still bought it. After a few hours of talk with the developer, I realize its not as difficult as it first seems. Its also not as bad, the camera in the demo really is the problem, and in my own game everything runs nice and smooth with this asset. I personally love it, and will be using it, and changing it to fit my game. It is essentially an asset for super easy multiplayer at the moment, but I know the developer wants to add more MMO features, you can essentially consider this early release. That is all :)
     
  2. softrare

    softrare

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    An upgrade has just been accepted in the Asset Store. Be sure to download it, as it fixes a bug with animation synchronization.

    More good news:

    Unity 4.5 fixes a bug in headless Linux exports, which was causing too much CPU usage:

    http://unity3d.com/unity/whats-new/unity-4.5

    "Linux: Fixed eventual runaway CPU usage on headless players."

    It does what it says, flawlessly! Thank you, Unity!

    BTW: If you run into issues with your Linux operating system not being able to start Unity exports, this can possibly help you:

    http://answers.unity3d.com/questions/397348/linux-export-usrliblibstdcso6-version-glibcxx-3414.html

    AND more good news (for everyone who doesn't know yet):

    Unity has announced the development of a new native networking API: UNET. Of course when it launches, we will do everything in our power to make uMMO compatible with this new system. Buy uMMO now, as price will surely rise!

    Check those blog posts:

    http://blogs.unity3d.com/2014/05/12/announcing-unet-new-unity-multiplayer-technology/
    http://blogs.unity3d.com/2014/05/29/unet-syncvar/
     
    Last edited: Jun 10, 2014
    twobob likes this.
  3. Whippets

    Whippets

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    Does this asset use the Unity RPC functions or a separate tcp/udp socket connection library?
     
  4. softrare

    softrare

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    Hi! Thanks for your question! It's completely native Unity networking so you can reuse all the RPC functions you already wrote ;)
     
  5. Whippets

    Whippets

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    That's interesting as I've always been under the impression that RPC uses Reflection which is too heavy and slow for a true MMO server, severely limiting the CCU because of this, which is why MMO servers use TCP/UDP socket connections for speed. How have you got around this problem?
     
  6. softrare

    softrare

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    Reflection is a normal part of Mono C#. An MMO server should always be a strong machine, but RPCs and CCU surely don't have that kind of linear relationship you seem to imply. RPC's make networking in native Unity unbelievably easy and that's one of the many strong sides uMMO is profiting from. And of course RPC calls make use of UDP sockets, for exceptional speed.
     
  7. 3D Omelette Studio

    3D Omelette Studio

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    I am here because i liked how the title of this thread sounds, mmo using unity networking.
    first because unity networking is so simple and easy to understand and work with.
    but an mmo? i am very skeptical, a lot...

    reason is how can unity networking be used for mmo setup, as simple as that, it is impossible , many have tried and all got very fatal bad results,
    so my question to you is how can you do such a thing with native unity networking, knowing all the real facts about it.


    people keep on asking here how you manage to achieve an mmo setup as you title state and i just dont see any true answer yet.

    you state here, you can make any mmo type game, mmorpg mmofps, mmorts, etc... and at the same time you say well you are restricted of what unity networking can do,

    so what is it then? yes or no? you say yes you can make mmo game with unity networking and your tool, and unity networking clearly cant as many have proven and tried.


    so, i am not here to trash anyone, or your product.

    I just want answers of what your product claims to achieve.

    for instance we all know that a single unity server instance can hold so much of ccu before it start to go haywire.
    some have tested 32 some 46 some up to 80 or 100 all depending on how you code or game design. and i am not making this up, it has been heavily tested and documented, even unity knows this poor networking tech that they are planning to rework the whole networking layer from scratch in next upcoming unity releases.

    1- so, where is the the first M from MMO at? unless you call 32 or 46 or 80 or 100 an mmo, then can you stated how can you fit more ccu in one single unity server instance?

    2- lets say you will tell me, well, you can have more than 1 unity server instance so you can fit more players, well, that is true, but does your tool support transferring players across servers like uLink does, this can be a way to do a zoned mmo game, right? so does your tool support server to server handovers of payers?

    3 in case question 2 is a no, then does your system have or includes a load balancer system where you can have multiple unity server instances and one single game world where the loadbalancer can again balance the load between each servers without players having to logout and connect to other server.

    when i read the title of the thread, i thought someone had just made a tool to interconnect unity server instances together to have a big seamless world so players can walk across servers like zones without having to logout an dlogin to another server, offcourse the tool being a load balancer for unity server instances kinda deal.

    but i think that was not the case :-(




    or maybe i got all wrong and perhaps you can explain how to make an mmo game using your tool without having to use the default master server setup to discover server online to connect to?

    otherwise i would say this tool title is very misleading since so far there is nothing that backs up the thread title.


    I would really like to know, thanks in advanced and remember this is not a trash talk, just want answers and hopefully your product can back up the thread title.



    regards.

    EDIT:
    BTW, i tried the demo webplayer and man, is either the camera issue that makes the game experience to be like crap horrible lagg, or indeed the networking is not that good.
    i do get 200 ping from my location so i dont thing is actual lag from the server distance.
    if it is the camera deal you mentioned, just fix it, it just makes your product feel like it is not good.
    altho i am not sure it is the camera, since even the birds on the scene seem to lagg too.
     
    Last edited: Jul 1, 2014
    Whippets likes this.
  8. Whippets

    Whippets

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    This says it all in a nice, clear and concise manner, without jumping to any conclusions or putting anyone down.
     
  9. softrare

    softrare

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    Hi! Thanks for your message! :)

    well, why wouldn't you call a <200 ccu game an MMO? I know quite a lot of games which can be tagged MMO easily without supporting thousands and thousands of ccu ;)

    No, that is not in there

    No, that is also not in there

    It comes down to interpretation, I guess. uMMO feature list says nothing of what you mention here, so just assuming that by server management it is meant what you want it to mean is maybe a little precipitate. But that's what's support is for of course, so your questions are of course still very valid.

    Please try again, the server was busy with different stuff, now it should be smooth again ;)
     
  10. 3D Omelette Studio

    3D Omelette Studio

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    Well, if this is the case, and then unity default or native networking right out of the box meaning without your uMMO tool supports 32, 46, or up to 100 ccu in a unity server instance, then as per you analogy above,

    then unity already networking already supports mmo scale games, right out the box without your asset.
    is this what you saying?

    then why should i need your uMMO asset for, since as you state lots of mmo games only support 200 ccu without supporting thousands of players. but unity networking already support up to 100ccu, so you saying it can be tagged as mmo? then why does Unity itself does not advertises as right out of the box supporting mmo games with its native networking layer?
    I just dont know man, this is not right in my head, and nor can it be for lots of others.



    ok, so no interserver handovers support :-(




    ok, so no load balancer tool :-(
    So, how can this be a mmo setup? i just do not get it.




    So, with the questions 2 and 3 being a no support then it is obvious this if not what it advertises.

    You keep on beating a dead horse with a stick, going round and round, giving a non valid response,
    and now you tell is up to interpretation. really??

    some crucial question asked you fholm earlier on this thread regarding on how can you call this mmo if you can not or did not stress load the tool in a single unity instance and provide valid max mmo like ccu connections.

    he asked you not once nor twice but 4 or 5 times and you kept of giving the same absurd answer you giving me here.


    I stated before in my first above post in a nicely manner, but now i just dont feel the same way, and just because you Sr. are insulting my intellect and not just mine but everyone here, with your unbased answers and still saying it is all up to interpretation? come on man, are you for real?


    So, after my suspicious of this product being misleading or no up to what the title says, now i hate to say and with all due respect, i know, without even used your product yet can say , this can be a ripoff to all the unity community, because your title is misleading, making believe to the unity community that your product is a mmo solution using the native unity networking, while that is not true and you know it.


    I think you should rename your product title, since it is not what you advertise and Unity aught to know what this is and what is not and should of put a stop on the assetstore until you rename or support what you advertise.
    otherwise unity will get lots of refund requests for misleading title for product not delivering what is is promised

    your product seems to be a tool to add mmo "LIKE" feature ie: area of interest to unity native networking, authoritative setup ready button,client and server design in the same scene.
    and that is it.
    so basically you are selling an $80 area of interest addon for unity networking. and this should be name other than uMMO to not misslead the community making them believe you can do an mmo game with unity native networking and your tool.





    I tried it again and still laggy. sorry, but that is the honest true.
     
  11. softrare

    softrare

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    Thanks for your reaction!

    Yes, its what I am saying. The difference that you seem to ignore is the fact that there are numerous games with low max ccu out there, Rust, DayZ, Arma 2/3 just off the top of my head - which are successfull beyond believe and which everyone will confirm you - count as MMO, and rightfully so.

    Yes sir.

    And please don't forget that uMMO will support UNET asap (I announced it a couple of posts before), at least we will do everything in our power to do so, once UNET is officially being published. It will probably be some work, and it could increase the price of the asset immensely, so aside from an asset I worked on for 3 straight months (and that only counting before first release) buyers will also get an advantage with a networking engine with a lot of potential (from what I saw until now) in combination with probably the most easy process of creating a networked game with focus on dedicated MMO servers there is. No limits to the imagination of what uMMO could be like a year from now or even two ;) That being said, it already features an impressive list of important MMO functionalities and makes the development process easy and maintainable.

    They also don't specifically advertise the ability to create sports games with their native physics layer :)

    Please continue the conversation in a friendly and objective manner, as all members of this forum, whether they agree with stuff or not ;) Thank you, sir!

    Easy, you have a dedicated server, an unbelievably easy and convenient process of creating a networked game, interpolation, automatic animation synchronization (legacy, mechanim is being worked on at this very moment), area of interest, really easy authoritative setup: bam!

    .... and I would appreciate if you would continue on this noble path :)

    They took a month to authorize this asset. Whether that is because they checked so carefully or whether it was their workload I can't tell you, probably both, but you can safely assume they knew what they were doing when authorizing my plugin.

    It has the potential to revolutionize the way MMO's are built. You just don't know why. And that is my fault, as I have not explained specifically what makes uMMO so great. I am working on a couple of video tutorials which will make this clearer. But as other uMMO customers confirmed it really can be a live saver.

    What do you mean "the honest truth"? :) Why should I not believe you that you are honest with me? I mean, why is there the need to stress specifically, that what you are saying is the truth? Is there something you could think of? oO Not me... Well, I know that there are competitive products being sold, but you wouldn't come here and just downtalk my product for your own sake or that of an acquaintance, right? No, I know, you wouldn't. So, don't worry, I have no reason not to trust you, and I will trust in what you are telling me and respect you. ;)

    Strange.. here in europe the remotes look like they are local ;) litterally. Thanks for letting me know. I am working on a GUI to integrate in the webplayer to be able to adjust interpolation values live while in-game (of course that is only for demo purposes, which will demonstrate the flexibility of the algorithm). That way, even with a 200 ping it will look smooth.

    So, I hope we can continue friendly and objectively in subject and language. Thanks a lot for your input! I value dialogue, I vouw to strive to make this product even better, and that can only happen through dialogue! Thanks again.
     
    Last edited: Jul 3, 2014
  12. MichaelHF15

    MichaelHF15

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    You would need the asset because you don't want to create this on your own for one. Unity networking is constantly being worked on, and an amazing upgrade for it is right around the corner, I have no doubt uMMO can handle an mmo. Especially with what Sr already mentioned, which I have tested, and is amazing. uMMO isn't just prepared to handle an mmo, but it can very easily handle any other type of multiplayer game. Its ability to create any multiplayer game from any singleplayer game in about 5 minutes is unreal. This to me is more of an ultimate network tool, and when I say ultimate, I mean ULTIMATE.
     
  13. softrare

    softrare

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    Hi! Thanks for your interest in my package.

    The syncronization looks sloppy because the server has been online for weeks now. There is a bug in Unity (at least in 4 it was still present, my server does not support Unity 5 Linux builds thats why I can't say for sure if its still present in Unity 5) that makes the connection seem quite laggy after a couple of days, so the server should in that case be regulary restarted. I made a note of this bug in the free online documentation. I just restarted the demo scene and sync should be fine now. If you are living outside europe though you should use the prediction adjustment tool available in the package and in the demo to smooth out the movement.

    BTW This thread is abbandoned because competitors advertise their own solutions here in their signature. I can't be sure whether my critics in this thread have real concerns or are just buddys of my competition, so in a way that particular person is making all valid critics look dubious to me and to my real valued customers which is unacceptable.

    Hope I was of help to you, have a nice day ;)
     
    Last edited: Apr 16, 2015
  14. Whippets

    Whippets

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    I'm running my Unity servers 4 and 5 on a WindowsServer machine - been up for months at a time with no memory leaks or degradation of connection.
     
  15. softrare

    softrare

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    Then it is probably a Unity native networking bug. Good thing UNET is around the corner.
     
  16. kactus223

    kactus223

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    Hi.

    I would like to know a bit more details about uMMO. Does it have a limit on CCU, please add more information about its performance.
     
  17. JPollard

    JPollard

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    I'm very interested in the future UNET update. I was wondering if you could comment on a general timeframe (I won't hold you to it) and whether or not it will be done in such a way that I can develop with what is currently available and then transfer it to the new system.
     
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