Just curious on how this works. I know MMO’s are huge and complicated but as far as a FPS with say 16 players in a game, how complicated does that get? I have FPS Kit 2.0 and it uses Unity3D built in networking. I opened up two windows of the game and joined one of them and when I shot the other player there was a about a 1-2 sec lag.
FPS networking can actually be very involved, depending on what kind of cheat prevention that you’re looking to achieve. If you’re attempting to make a fully authoritative shooting game (or any game) where the server is in control of the entire game simulation, then you’re going to have a fair bit of work cut out in order to make the client feel responsive. Valve has a couple really great documents they’ve published about the networking tricks they have implemented in their own Source engine.
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization
As for the 1-2 second lag in your FPS kit… I have absolutely no idea without seeing code or some other information about it.
Lag must be coming from JavaScript code (if you get what I mean)
If you want a nice example of how networking can work within Unity check out the uLink documentation.
http://developer.muchdifferent.com/unitypark/uLink/uLink
Or just check out TNet (http://forum.unity3d.com/threads/163681-Released-TNet-Tasharen-Networking-Framework) not only did I get my networking sorted quickly, I also learned a lot about the principles involved.