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Discussion Which networking solution is good for competitive multiplayer games?

Discussion in 'Multiplayer' started by TheRareStudios, Aug 12, 2023.

  1. TheRareStudios

    TheRareStudios

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    Hello,
    I am making an 2D battle royal game and currently working on the multiplayer.
    But I don’t know which networking solution I should use.
    I looked at Netcode for Entities but it is very complicated and I couldn’t find much on the internet about it.
    Could someone please help me?
    Thanks
     
  2. DevDunk

    DevDunk

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    Netcode for gameobjects is easier, especially when you use gameobjects instead of entities.

    Multiplayer will always be hard to implement
     
  3. TheRareStudios

    TheRareStudios

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    But Netcode for gameobjects isn’t server authoritive.

    I need full server authority because I’m making a competitive game.
     
  4. DevDunk

    DevDunk

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  5. TheRareStudios

    TheRareStudios

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  6. TheRareStudios

    TheRareStudios

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  7. DevDunk

    DevDunk

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    Yes, definitely
     
  8. No, they didn't.
    You want to make a competitive multiplayer, I will assume you have the expertise to do so, so you can remedy those current shortcomings. Otherwise you wouldn't start a competitive multiplayer game.
     
    augustoDebard likes this.
  9. Ryiah

    Ryiah

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    Netcode for Entities is meant for DOTS, and just about everything involving DOTS is complicated. It's also very new.

    Use Photon Fusion. It comes with the functionality you would want in a multiplayer framework and would have to implement yourself if you chose almost about any other networking system. Just be aware that it expects you to approach problems in the way that it wants you to.

    https://www.photonengine.com/fusion
     
    Last edited: Aug 13, 2023
  10. TheRareStudios

    TheRareStudios

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    Ok thanks
     
  11. genxium

    genxium

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    Maybe you can take a look at mine https://forum.unity.com/threads/sha...-with-some-success-in-internet-tests.1426356/?

    Its previous version (Golang backend+Cocos frontend) was server-authoritative and had a few types of "force confirmation" tricks, but in this Unity version I'd like to focus on improving the gameplay at the early stage, thus only using the server as a relay for TCP(and UDP when not holepunched) -- yet from the framelog it syncs perfectly by far, if that concerns you -- otherwise server-authoritative is not too difficult to add when needed anyway.