Klimczak.Jan Posted May 3, 2019 Posted May 3, 2019 Hi, I thing that support networking as multiplayer out of the box could be very usefull (client server, server authorative, state sync, rpc etc.). Cheers, Jan
silent Posted May 6, 2019 Posted May 6, 2019 Hi Jan, To provide a reliable solution that will at least work for more than 10 online users without noticeable lags is tough challenge :) We will add this to our future plans (for UNIGINE 3.x and further). Thank you for the feedback! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted May 6, 2019 Posted May 6, 2019 On 5/3/2019 at 6:16 PM, Klimczak.Jan said: Hi, I thing that support networking as multiplayer out of the box could be very usefull (client server, server authorative, state sync, rpc etc.). Cheers, Jan I think it is better to integrate some existing solution (photon...). This is really lot of work (we could write novels about it) and better to have unigine team focused on renderer and tools.
binstream Posted May 6, 2019 Posted May 6, 2019 There is no universal networking solution, so we pass on this. As mentioned above, it is recommended to use 3rd-party libraries tailored specifically for your type of the application / genre of the game.
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