Search Unity

Question What is the best multiplayer solution for our needs?

Discussion in 'Entity Component System' started by rhodos, Jan 12, 2023.

  1. rhodos

    rhodos

    Joined:
    Mar 25, 2020
    Posts:
    5
    Hello everyone, we are working on a project which is a multiplayer competitive game made with Unity ECS. Currently we are trying to figure out which multiplayer solution fits best to our needs.
    Topics we consider:
    • Project is written with Unity ECS. It'd be better if we keep our current codebase.
    • It has to be server authoritive for the sake of preventing cheaters.
    • We need a matchmaking solution.
    • It has to be capable of handling latency sync.
    Do you have any ideas and/or suggestions?
     
  2. Occuros

    Occuros

    Joined:
    Sep 4, 2018
    Posts:
    300
    Seems to be a good fit for unity's Netcode for ECS:

    - Project is written with Unity ECS. It'd be better if we keep our current codebase. -> check
    - It has to be server authoritive for the sake of preventing cheater -> check
    - We need a matchmaking solution -> this is not really related to the real-time networking stack
    - It has to be capable of handling latency sync. -> check


    I don't see a reason why Netcode would not fulfil all your requests, and it will be fully supported by unity in production use once 1.0 is out of preview.
     
    rhodos and blackandspot like this.
  3. rhodos

    rhodos

    Joined:
    Mar 25, 2020
    Posts:
    5
    Thank you, that helps a lot. When it comes to networking stuff it's a little bit confusing what every product is doing.
     
  4. tertle

    tertle

    Joined:
    Jan 25, 2011
    Posts:
    3,759
    Last edited: Jan 13, 2023