Choosing a networking solution in Unity

My initial expectation was to work on a official and reliable package to handle multiplayer games, but it’s difficult to choose one when unity is not able to redirects you on an official solution / package.
On the website you only get on the section Multiplayer & Networking : UNet is deprecated.
We will replace it by new amazing features like ECS and Transport ( you don’t even be able to determine which choice will be the best according to your next projects , everything is in beta for years like ECS and Transport and during this time developers are wondering which networking solution to choose.
Multiplayer reliable AND OFFICIAL solution is a key feature we need urgently in Unity !!!
How serious could be a company letting you know for more than one year :
“Our own networking system is deprecated . A new system is under development.”
So the previous package is deprecated, and the incoming package is not yet ready …
And during this time Unity is waiting from indies developers to code their own networking libraries.
But this is their responsability to provide us a reliable solution !!!
I feel so lost on this topic.
What should i use ?
Mirror ? Photon ? Transport ? MLAPI ? Waiting for incoming packages ?
Even for ECS, there is obviously a different package.
I’m a professional developer so I can adapt myself to differents solutions, but how a project can be scalable and move out to the prototype step when you are even unable to consider on which solution you can choose to work with ?
I will feel happy to get your hints on that :slight_smile:

Did you take a look at this page? What are the pros and cons of available network solutions/assets

What kind of game are you going to be networking, what kind of budget do you have for your project?
How much experience do you have making networked games?

Important questions to make a choice.

Hi, I’m currently working on a kind of team survival battle royale, to tell you more about metrics I have got the intent to get 40max simultaneous players per game ( which can be mixed with AI bots), NPCs ( animals ) and environment synchronizing like weather synchronizing )
I’ve more experience on Websockets and asynchronous behaviours with back-end development but I also worked on a project using UNet several years ago which is now deprecated.

Indeed ! We can see there are so many options so I’m a bit lost on which solution to choose even pros & cons are well explained there. What matters the most to me is to get a reliable and scalable system instead of changing package after the release of my prototype . Realize that features I wanted to implement cannot be fully implemented at an advanced stage can be tough. Implementing Rooms or GameLobbies was complicated using Mirror package. Now I switched to Photon which seems to be one of the most serious package, including several solutions ( also for Unreal Engine, consoles, etc ) I also noticed your solution, I will check also regarding of my project intents

1 Like

Feel free to ask here (we have a dedicated thread), in our support forum or by email if you need specific information.

If you are a professional developer with a budget, I really recommend checking out the Photon Product line.

The best that there is on the market right now is Photon Quantum, but it’s not cheap, but well worth it.
If it’s outside of your scope, check out Photon Bolt. though it might not scale well to high player counts.

You mean “in one room”? You should be able to reach 16 to 30 players and more (it scales with careful implementation).

1 Like

Yes indeed. Per room I think Bolt doesn’t scale well over 40 players, but indeed limitless rooms etc. It’s very good in any case.
PUN is also an option, but needs a bit more own work to handle things, but I think there is work underway to make a lot of syncing stuff easier for PUN.

2 Likes

For my personnal experience, creating a GameLobby was 100x easier to solve using PUN . It mades me something like 3 or 4 days to solve. Because PUN is client synchronized its so easier to settle but it is also easier to be hacked. I dont care for the moment because I will handle solutions against cheating in a later time. Thanks a lot for your support and your intereset guys !!!