First Impression on the new network stack

@Kylotan_1 , thank for your reply. I’m glad someone is interested. ^^
Here is the link to the post(in the reply), Game Server Hosting: feedback and questions ,

Basically what I was asking were agnostic low-level functionalities. We can argue that there can be different usage but they are all relevant to all games. I strongly believe that having a sophisticated filtering support is a must for any performant network libraries, otherwise, why do we care about the network stack? Transport layers are easy to write and many other libraries can do equally well.

Yeah, network stack can have several layers and the current library is nothing more than a transport layer. We should have at least serialization layer, and filtering layers, and then application layer(such as FPSSample) can sit on top of it. I don’t expect we all write the code on top of the transport layers ourselves. (I just start taking a look at FPSSample and I’ll comment on it later)

Right now, we just don’t have any clue what Unity is going to do with the network stack and I’m not even sure they are reading this. Large company such as Unity can do much better job than this and many are using Unity very seriously. I just don’t see that Unity is taking it very seriously, unlike what they always say at the keynotes. Oh well…

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