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Unity Multiplayer What are the pros and cons of available network solutions/assets

Discussion in 'Multiplayer' started by Serinx, Jan 7, 2019.

  1. Vincenzo

    Vincenzo

    Joined:
    Feb 29, 2012
    Posts:
    146
    Hey @Iron-Warrior I absolutely agree, game design matters here, Your test showing 96 ms delay shows that. :)
    About the delay, last point from me is that 96 is an ideal case, but if you have cross play with players from different parts of the country, this delay might shoot up to 160 ms or 200, and become impactful.

    If you have a click game where the character walks towards that direction, delay is less problematic, and other such tricks can be used.

    Another limitation of the streaming technique is that you need to share the same screen/camera with the other players if you want to run many camera setup in your game on unity, that doesn't perform very well, and the streaming service has to compress multiple video streams, not sure how that scales.


    Your point about the lack luster networking libraries out there I absolutely agree with.
    Maybe your type of game though might work well with Photon Bolt, it does have most good networking features build in.
    Whilst not having to redo your game for Quantum.

    Quantum obviously is the best choice here today, I know of some mid size Indy studio's that are converting their existing game project to Quantum, it is doable, but does take a few months.
     
  2. SweatyChair

    SweatyChair

    Joined:
    Feb 15, 2016
    Posts:
    140
    It's 2021 and the new Unity multiplayer solution should be released according to their roadmap, but I seem still not seeing anything come out yet. Correct me if I'm wrong.
     
  3. R1PFake

    R1PFake

    Joined:
    Aug 7, 2015
    Posts:
    507
    I didn't bother to look it up, but I heard some people talk about using the "new" multiplayer preview. Maybe there is a preview package in the newest Unity 2020 (beta) version or something on their Github. But I think that the new multiplayer stuff will be DOTS related? I don't know the current state of DOTS, I think it's also in preview? I wouldn't bother with any of this stuff until the 2020 LTS version is released and I am not sure if that one will already include these things or if they will still be in preview by then.
     
    Last edited: Jan 7, 2021
    SweatyChair and LukeDawn like this.
  4. Yehudy85

    Yehudy85

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    Feb 14, 2019
    Posts:
    2
    I have tried mlapi in a simple 2d multiplayer game, but it is not very efficient. When it comes to randomly generating enemies on the client side, the movement of the enemies has a lag. This is the link of the game that I tried to create using mlapi since in the example they use the mirror library. https://gamedevacademy.org/how-to-create-a-multiplayer-game-in-unity/
     
    SweatyChair likes this.
  5. Ruchir

    Ruchir

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    May 26, 2015
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    885
  6. FL329

    FL329

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    Apr 4, 2021
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  7. luke-unity

    luke-unity

    Unity Technologies

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    Sep 30, 2020
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  8. hawken

    hawken

    Joined:
    Aug 22, 2013
    Posts:
    759
    Anyone using Normcore?

    Would be interested to see a pros / cons on that
     
  9. g_a_p

    g_a_p

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    Mar 16, 2015
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    LogicFlow and Ruchir like this.
  10. Mariiooo

    Mariiooo

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    Sep 4, 2019
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    Did anything change in 2021? I'm researching this topic. I want to choose the right multiplayer solution for my project. Not only that, but I also saw that the Unity Networking Frameworks - Feature List docs haven't been updated for a long time. If anyone has any information about this topic in 2021 I would be happy to hear them.
     
  11. reinfeldx

    reinfeldx

    Joined:
    Nov 23, 2013
    Posts:
    154
    I did a deep dive on this last year and looked into it again last week. I'd still go with Mirror in most cases.

    One of the big things that has changed in the past year is that Epic started providing a lot of backend services for free (services that you can use in your Unity project; they have a plugin for Unity). Check out Epic Online Services and see if any of those features might be useful to you.
     
  12. RR7

    RR7

    Joined:
    Jan 9, 2017
    Posts:
    236
    we do have (MLAPI based) "unity game services" now, which is the official replacement for UNET, and there are lobby/relay examples which may fill the gaps left by HLAPI.
     
  13. pKallv

    pKallv

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    Mar 2, 2014
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    1,062
  14. Giantbean

    Giantbean

    Joined:
    Dec 13, 2012
    Posts:
    115
    Any updates to the list? I don't see Fish-Net, NetCode or updates to Photon with Fusion. Anyone know of a maintained list like a wiki page that is kept up to date?
     
    georges-m likes this.
  15. Punfish

    Punfish

    Joined:
    Dec 7, 2014
    Posts:
    260
    It says "New Unity Networking (What's it actually called?)" lol...
    Seems this thread is very dated though; none of the links work.