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uSurvival Official Thread - Unity Multiplayer Survival Asset

Discussion in 'Assets and Asset Store' started by vis2k, May 14, 2018.

  1. vis2k

    vis2k

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    News: finished our second community stress test.

    Our goal was 100 CCU, because that's what DayZ and Fortnite can handle on a big map.
    We tested 100 CCU worst case scenario on a small map, everyone broadcasting to everyone else.

    Looks like we made the right decisions in regards to HLAPI_CE + Telepathy. We stopped the test at 122 CCU because we didn't have more people. 0 packet loss. 0 disconnects. 0 errors.

    Detailed screenshot with CPU + RAM + Bandwidth:
    122 far_ip_removed.png

    Video:
     
    Last edited: Sep 4, 2018
    TonyLi likes this.
  2. recon0303

    recon0303

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    Hi, there, is there a place that we can get support other than Discord? I don't need it currently. but in the future. in case I need, I would like to know where to go to other than Discord. Thank you.
     
  3. vis2k

    vis2k

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    What's wrong with discord?
    You can also get support in this forum thread here. Discord is easiest though.
     
  4. cwxxc3

    cwxxc3

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    The stress test results look great. Does that mean there will be new features added now?
     
  5. vis2k

    vis2k

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    Thanks. Yes, almost done with the networking. We figured out the final step and I am now switching uSurvival over to Mirror. Should be finished tomorrow.
     
  6. recon0303

    recon0303

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    sounds good, not interested in Discord. I won't get into why here.
     
  7. DocQ

    DocQ

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    I was new to Discord also when I joined it to get help with uMMORPG and uSURVIVAL. Trust me when I tell you that you need to join it if you are going to be using these programs by Vis2k. The help you can get there is amazing and instant, compared to email or forums. there are 100's of people on there and most have already experienced the things and have solutions to them.
     
  8. vis2k

    vis2k

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    Progress: V1.19 pending review!
    • V1.19
      • Changed Networking from UNET to Mirror. Watch the manual upgrade guide if you are updating your custom project from V1.18 to V1.19.
      • Fixed 'ClientScene::AddPlayer: playerControllerId of 0 already in use.' bug when pressing character selection select button too fast while on low fps or high latency. The button is now disabled after pressing select.
      • Documentation updated
     
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  9. recon0303

    recon0303

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    hehe. No Thanks. anyways sounds like I can get it here. as well. I'm not new to Discord. I won't get into why. Thanks anyways. :) Its rare I ask for help. anyways. I been programming a long time.but networking is not my strong suit so I mainly bought this to tinker about.

    @vis2k keep up the good work, I hate Unet, but this made it more enjoyable.
     
    Last edited: Aug 30, 2018
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  10. vis2k

    vis2k

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    Coming soon..
    2018-09-01 construction.png

    2018-09-01 construction b.png
     
  11. BackwoodsGaming

    BackwoodsGaming

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    AWESOME! I had high hopes for Ultimate Survival but it just died out. Nice to see that a reputable dev stepped up and started working on a better option. I already own your uMOBA kit and uMMORPG is currently living in my wishlist, but I think this one will have to jump to the front of the line! Keep up the awesome work! Looking forward to grabbing this and see where you take the kit! Also, I love the fact that you are focusing on the core and not adding all kinds of fluff! Hopefully will have in my toolbox in the next month or two! :)
     
    vis2k likes this.
  12. vis2k

    vis2k

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    Thanks. The core is always most important yes, people sometimes keep forgetting that.
     
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  13. vis2k

    vis2k

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    BackwoodsGaming likes this.
  14. vis2k

    vis2k

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  15. ICGames

    ICGames

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    Vis,

    I was thinking about resource harvesting to allow players to gather resources for something like a building object recipe. Most survival games have some rendition of this. I know we have pick-able objects, and right now this can be achieved by just picking up objects that are sticks and stones. How difficult would it be to extend the NPC combat system to include immobile objects that do not fight back and when damaged to the point of destruction just drop stone and wood. I have not tried to set something like this up yet but it is on my to do list. I figure the blood spatter could be replaced with wood splinter and stone dust effects. Not sure on the attack sound I cannot recall if that can be replaced easily with the system as it is now and it would be good to add in a felled tree death animation. I don't know if this makes sense or if it would be a poor use of the combat system. Thoughts?
     
  16. vis2k

    vis2k

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    I will add resource harvesting soon, don't worry about it.
    There are so many different ways to do it though, so I need to decide which one is best and most simple to modify in case someone wants a different way.
     
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  17. Player7

    Player7

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    Got his yesterday.. quick question is there a solution to the thirdperson and firstperson camera where in ffirst person mode the body head is hidden completely.. under-stable as you need the camera in that position, however it also prevents the head from showing in any shadows... is there some solution to that where you can get best of both?
     
  18. BackwoodsGaming

    BackwoodsGaming

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    @vis2k, would it be possible when you add systems like this and the building system to maybe put them in as addons. That way if we do want a different harvesting system or use a different building system, this stuff isn't part of the core and we can easily swap them out without core changes? I've been playing around with uMMORPG this weekend with Fhiz's addons and love how easy it is to extend with the addons that you simply drop in. I haven't got to any that require core changes yet but I know that I'll encounter that probably with the crafting and quest ones that are part of uMMORPG.

    At any rate, just an idea to play around with if those kind of things could actually be official Vis addons in uSurvival that could be easily swapped with other styles/options either that we develop ourselves or get from the community.

    And by the way, after seeing and dealing with your community on Discord I'm even more confident in your systems. Keep up the awesome work!!!
     
  19. vis2k

    vis2k

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    Hey!
    That part is not ideal for several reasons. The model and the animations are just not very good. I need proper ones with the arms being separated to get this right.

    I suppose you could also set the head to a specific layer and tell the camera to not render that layer while in first person mode. Now that I think about it, I will probably do that in the code myself soon. So if you wait a few weeks then the problem should solve itself.

    It would be possible yes. Will have to think about it. I definitely want to add the most minimalistic building / harvesting system that could work in all games. Will see when it's both done.
     
    BackwoodsGaming likes this.
  20. Player7

    Player7

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    yes using the layer system sounds like a good workaround..hopefully not weeks, do you do beta release updates on discord or website we can put in order number and get more regular updates?
     
  21. vis2k

    vis2k

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    I don't, but will try to get it done asap
     
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  22. vis2k

    vis2k

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    Progress: V1.22 pending review! uSurvival is still on sale by the way.
    swimming2.png

    • Mirror updated to latest version (NetworkManager shows max connections again)
    • PlayerHotbar.TryUseItem: disabled debug.drawline because it used camera.main, which is very slow
    • Ranged Weapon zoom
    • Item Durability
    • Documentation updated
    • Fall damage
    • Damage Areas (Player and Zombie head shots cause more damage now)
    • Crouch Key changed to C
    • Crouching state is now toggled when pressing C, instead of having to hold the key down. This is better because laying down will work the same way later, instead of holding a laying-down key
    • Removed MinimapTexture because it was never used
    • UI Equipment Avatar
    • Battle Royale Addon
    • Crawling; Moved Volund CapsuleCollider to hips so it follows crouch/crawling animations properly; increased Volund CharacterController radius so monster doesn't slide to him now that this is the main collider; Replaced fence mesh collider with a more generous box collider so player still fits through the entry.
    • PlayerMovement.OnTriggerExit: set state to IDLE
    • Swimming & Water
     
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  23. JMyerscough

    JMyerscough

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    Hi,

    I haven't purchased yet - is the WebGL one the latest version?
     
  24. vis2k

    vis2k

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    It is now!
     
    Last edited: Sep 11, 2018
  25. heyouicmoi

    heyouicmoi

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    Hi,

    I've been using this asset for 3 monts now and I'm loving it. The code is easy to understand/well-commented, so thanks!
    I have some questions though.

    Is it really necessary to save the character data every minute? Since my game will probably not have many players, is it risky to only save the data when the player disconnects? (For example when the player quits I want to put a countdown before closing the game so I can call the CharacterSave function).

    I want my game to also have a singleplayer mode, so I would like to create another "World" scene where there is no chat, there is no login UI etc... Of course beside the multiples errors in the console, is it really problematic to use this template for an hybrid (singleplayer/multiplayer) game? Will I have to re-do a lot of things to have better performances or it doesn't matter?
     
    Last edited: Sep 15, 2018
  26. vis2k

    vis2k

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    Thanks!
    It is absolutely not necessary to save every minute. I recommend every 5-10 minutes instead. It's every minute right now so that people don't get confused if they play for a minute, press stop, press start again and nothing was saved.

    For single player you can use Server & Play mode. Remove what you don't need then.
     
  27. pushingpandas

    pushingpandas

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    Can you please made a tutorial how to change player model, npc model, weapons etc???
     
  28. SirTwistedStorm

    SirTwistedStorm

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    vis2k and pushingpandas like this.
  29. vis2k

    vis2k

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    Next version pending review:

    V1.25
    • Falling Tree position is now reset when respawning
    • Trees now have NetworkTransform component to fix sync issues
    • Storage prefab renamed
    • Storage NetworkProximityChecker update interval set to 5
    • Tree NetworkProximityChecker update interval set to 5
     
  30. WeedBurger

    WeedBurger

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    If you would add basic vehicles it would be golden. Really good work and price is very satisfying
     
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  31. pushingpandas

    pushingpandas

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    Craftable vehicle air/land/sea :D
     
  32. pushingpandas

    pushingpandas

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    ?? We can hack trees?
     
  33. vis2k

    vis2k

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    With the axe yes. You can chop them down.
     
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  34. pushingpandas

    pushingpandas

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    any chance for vehicles (drivable)?
     
  35. vis2k

    vis2k

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    That will be very difficult, I would have to learn vehicle physics first. Definitely not any time soon.
     
    pushingpandas likes this.
  36. WeedBurger

    WeedBurger

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    You could use unitys defoult vehicle system.
     
  37. vis2k

    vis2k

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    That doesn't work over the network.
    And last time I tried it it didn't feel right either.
     
  38. oneru220

    oneru220

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    Hi.
    Thanks for this asset. Does it work with secure WebSocket connection? I tried to connected by the http:// and it worked good. But with https:// connection I could not connect. I ran Usurvival server on the Windows 8, without running Apache or NGINX on my PC. Just turned off firewall. Server and WebGL build was made with Unity 2018.2.3 version
    Thanks.
     
    Last edited: Sep 23, 2018
  39. vis2k

    vis2k

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    I still use UNET's LLAPI for websockets, which does not support SSL (https). We will add our own Websocket code to Mirror soon though, will see if we can do something about SSL then too.
     
  40. roger0

    roger0

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  41. vis2k

    vis2k

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    Adding ufps will be difficult I guess. Anything that you want to add needs to work over the network with Mirror.
    Unity has experimental navmesh components on github (or bitbucket?) somewhere that allows you to bake at runtime yes.
     
  42. Tegleg

    Tegleg

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    hello
    the server/client system you use is a total nightmare to get a client connected so i tried using unity's network manager as well as the lobby manager asset.
    when the player spawns it is unable to move.

    i am guessing certain things are assigned in code when its instantiated.
    what are these things and where, which script, is responsible?

    thanks
     
  43. cwxxc3

    cwxxc3

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    Does this mean you'll add separated first person hand models? Are you planning to add this eventually?
     
  44. vis2k

    vis2k

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    What do you mean?
    You just build, select 'server only' and then in the Editor you press Play and select 'Login', that's it.
    It already uses Unity's NetworkManager - the class is the same in Mirror.
     
  45. vis2k

    vis2k

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    Maybe. Will think about it when I buy new 3D models from an artist.
     
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  46. Tegleg

    Tegleg

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    thank you for your quick response.
    starting the server is fine, i cant seem to get a client to connect though.
    login does nothing, using the server ip fails to connect. this is from the editor.

    while i am testing i just want an easy way for the client (other team mate) to join, either just by pressing join or using the server browser on the unity lobby asset.
    using the lobby, the client can join but both server and client players do not move.

    im looking for info on how the player is initialized, or how control is given to the player.
    ill just keep digging through the code.
    thanks
     
  47. cwxxc3

    cwxxc3

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    You definitely should. That way we can actually aim-down-sight and having weapon modifications would be a lot easier to add
     
    Kats4 likes this.
  48. vis2k

    vis2k

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    Check firewalls etc.
    If you want your friend to connect to your computer then you also need to do port forwarding.
    The Unity lobby asset has lots of bugs by the way, I wouldn't recommend using it. I used it for uMOBA for a while and it was a lot of pain.
     
  49. mcbauer

    mcbauer

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    I'm trying to develop a game for my boys to try and get them into game design, and I'm struggling to find a multiplayer solution. I got pretty far with Unet, but ended up getting too frustrated. I'm new to multiplayer so bare with me.

    So far I like what I see with your product, and your response above regarding to Tegleg about launching and connecting with Server only, helped me get connected so thanks for that.

    A couple of questions if I may:

    I really like Invector's character setup, but don't mind redoing the setup if I have to, but have you had any luck with implementing a 3rd party player setup like that? Or suggestion to adding it?

    I want this deployed on their tablets so they can play together so I need this running on mobile, any issues with that?

    My initial plan is to run the server on my home pc and have the boys connect to that, but can you recommend a better solution or is this the best plan for this stage of development? At some point I hope to launch this game publicly on the play store, but for now I just want to see them playing in the same world on their tablets!

    Finally, the reason I left unet was because there is about 50 threads of people asking basically the same question I have, with zero answers, so in order to keep making progress, I needed to find another solution. My question is, will I be able to allow them to choose a player ( I see that is probably a safe bet ) and then have them switch players in game? This was where things came to a halt for me in unet. I could not get the player prefabs to switch.

    Thanks in advance, and I'm sure I'll bounce over to discord in the future for the rest of my support questions
     
  50. vis2k

    vis2k

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    I don't recommend using any other character controller. These things are really difficult to do for multiplayer.

    Sure you can run it on your home pc. Later on rent a VPS or Dedicated server if needed.

    You can remove a player and then call ServerAddPlayer again if needed. Or switch out the Mesh.
     
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