I took a look at UNITE 16, but didn’t see anything to do with UNET updates. It’s gotta be pretty dead if they can’t mention it at their yearly show. Is this ever going to be updated?
Are you having problems with UNET?
Well I want to make multiplayer browser games, but UNET doesn’t support matchmaker when using WebGL and you can’t be a host either. So I setup a server on my computer for the WebGL version to connect to. I made sure the port was open, and put in the IP/Port into the network manager.
But UNET + WebGL doesn’t work for me on Kongregate, I’ve tried and tried but I keep getting a security error. On multiple computers, and different browsers.
I then tried Photon + WebGL, and that worked without an error, so I assume it’s a problem/bug with UNET.
But I much prefer UNET to Photon as I’ve been using it for much longer and it’s built into Unity. So I’d like to continue using that instead.
The one reason I got into UNET was so I could post multiplayer games to Kongregate, but without them supporting the matchmaker for WebGL, or fixing the bug (if it is a bug, that is). Then I really can’t do anything, I was excited for UNITE 16 because I thought they’d talk about UNET, but they didn’t.
There’s also nat punchthrough, but I don’t think they’ll add that ever so…
Those are my problems, I know they aren’t problems to most people. Because most people don’t develop for WebGL, but they’re for me ![]()
Who isn’t? There isn’t 1 official updated/real doc or demo out there, Unity doesn’t answer Q+A, UNET/HLAPI is not even on their roadmap, they don’t talk about it anymore, Unity Answers doesn’t answer Q+A, and not even tickets will help (I tried - multiple times). Here is my complaint thread about this - bump it up and maybe we can get support one day.
Until then, check out/add to my unofficial docs/vid/tutorial – AKA The Only Docs on the Internet for UNET/Lobby/HLAPI.
One reason I would like to stick with UNET is because Unity in general is such an amazing, wonderful thing. I figure it has a long, bright future. I am disappointed however that UNET is such an obvious defect. It really is very hard to understand and use, and some documentation would probably solve most of the problems.
I’ve been using it on PC and it works fine from what I can tell. I think WebGL has some additional obstacles to hurdle with networking though, due to the inherit security improvements.
I remember there was a lot of chatter about WebGL multiplayer some months ago, IIRC it had something to do with websocket issues but I don’t remember much about it. It’s also TCP only isn’t it? So communication flow is critical for handshakes and such or else disconnection/failure/freezes.
NAT punchthrough requires a relay/server not behind NAT, which i doubt Unity plans to provide for free so you would be providing that on your own or maybe Kongregate a server for it. There is NAT Traversal on the asset store, which I’ve been pretty eager to look at.
Mutlicolored text in your rants isn’t making it any easier to read them seriously. Just a thought, since this is a professional environment.
Well, I’m using photon now. You can’t host your own server, and it’s based on CCU. But it works with WebGL, so I’ll be using it, until UNET works with WebGL.
Actually guys. I recently switched to Photon Thunder.
It uses 99% UNET code with HLAPI, but points to their servers. 1/5 the price, existent support, punchthru attempts before relay, working host migration, and additional features.
Unity HLAPI and lobby docs still… Don’t exist. So it’s still annoying. But there’s a professional team looking into it now. It’s sad that they’re getting closer to docs and demos than official Unity
2 major versions overdue, at that.
It’s still alpha, but already more reliable. I asked 3 questions. All 3 questions answered within hours. I posted 10 questions to Unity Answers and tickets. 0 answered in 2 months. Anything non UNET/Lobby/HLAPI Unity support and docs rock, but for these modules, we’re abandoned.
Sounds just like what I wanted! I’ll be looking into that, thanks for the info, fingers crossed it works well with webgl ![]()
Do I have to email them to get access to Thunder?
Yes, email them. But one big thing – their host migration relies on UNET’s host migration. Which has been broken (confirmed) since June.
This means that if your host leaves, everyone crashes.
We’re actually swapping ALL of our code to Photon’s. I wouldn’t recommend having ANYTHING to do with UNET until they fix things. Trust me, as we’ve wasted a year due to broken promises, coding everything for UNET. Ugh…
Here’s my complaint thread. Which will never see a dev’s eyes anyway since they abandoned the mplayer forum, UNET, and HLAPI and host migration long ago.
Welp, that’s not going to work out for me then. I didn’t know of that issue, screw UNET (until they fix it). All I’ve been learning has been UNET, and it’s just been a waste of time. I’ll be using Photon from now on. But I’ll keep a look at the roadmap/update log. To see if they’re doing anything with it.
Yep you’re telling me – we spent over 6 months implementing UNET to find it buggy, sparse docs, host migration abandoned, and 0 support for anything regarding pre-game (literally - post a ticket and try). I have my complaint post here that I encourage you to bump to get the UNET dev’s attention - although I’m fairly certain they’re ghosts.
We’re moving to Photon and have a LOT of code to change. But at least there’s support and modules that work - and integrated PlayFab integration, so there’s that.
Good luck on your project!
Hi @MrLucid72 ,
Reading your complaint post,the UNET Matchmaker needs to become more userfriendly.
As you mention above, you use PlayFab. Any reason why not to use their Matchmaker?
I just finished my prototype of a simple game using the UNET HLAPI. The next step is to make a PlayFab custom game server and using their Matchmaker API. Any thoughts on that?
Cheers,
Nikola