I was talking about LiteNetLib allocations. Especially with their NetPacketProcessor utility.
MLAPI is just missing more upto date examples, I think it has a project that is like a year old
all these network libraries are really missing good examples that are simple and not on the overdone large side (mirror has vis2k own projects built on it but nothing youâd want to pick apart) unet has many tutorials and assets built for it, but good as useless now really because youâd want to use mirror and hardly anything on the tutorial side for that, that wouldnât just be watching unet tuts and then going through the ballache of figuring out what that is meant to be in mirror, and then the other asset store addons that support unet, well some are supporting mirror now given its similarity⌠MLAPI needs that to happen or have built in equivalents imo⌠not sure if it has much community support/discord etc?
Mirror now has LiteLibNet udp library as a transport alternative, so Iâm inclined to settle down on that and stop wasting time loooking around but MLAPI looks good its just I need good examples and docs with examples to get started.
Examples have been on the TODO for a long time and will be started shortly.
Support for the MLAPI is good, I dedicate much of my time for that, if someone needs a feature. I will almost always happily build it in in a short amount of time.
Is there any tutorial to accompany this fps sample (specifically the netcode authoritative server part)? I was just beginning my learning on networked multiplayer games using Unet some months ago, now I have more time again I wanted to learn more but I donât want to just download sample code as Iâll likely never figure out how it works).
Thanks all
There are official Unite talks, which discuss FPS networking technical aspects, along with other talks. Is not really tutorial, but will give you an idea, how it works, quite in detail. Since I am on the phone, I donât have link of hand. Sorry.
I donât have plans to use a community run version of networking. I will either use Photon or Unityâs new one. As Unityâs new one doesnât have many details at time of writing, I donât have a judgement on if it is good or not so I wonât be talking about that until I see it.
For hobbyists or tinkerers I suggest nobody pays for a networking library. Unet is fine (from package manager). Community ones are all fine IF they are 100% free. Seriously, easy to get fooled by hungry sellers so donât buy anything. No point.
Indies should use Photon if selling and need it managed. Donât bother if the company isnât reputable. And it should be a company providing it. Way safer bet.
Pros shouldnât be reading this ![]()
Thanks mate I will try to find them now
I would like to add to that IF.
If they are 100% free AND open source. It really makes a big difference.
Im sure most people already found this, but I couldnt find it immediately and ended up here after searching for it. But this github page is the hub for the new FPS Sample for Unity (GitHub - Unity-Technologies/FPSSample: A first person multiplayer shooter example project in Unity) and this video is the presentation from one of its creators:
Iâd second that, if some of you clever cloggs out there are able (and willing :]) to make a free AND open source solution, that would be my first choice as a hobbyist/learner trying to implement a small online game purely for fun/personal use (with a view to one day perhaps being able to build a commercial game using the same tech). Many times the 3rd Party solutions have better documentation and are sometimes easier to get into as a beginner
The MLAPI for example is free and open source. So is many other solutions. Itâs not that difficult to find them.
I guess its not if you understand what you are looking for. For me, I get mixed up between the deprecated/obsolete stuff and other parts. I believe all my experience thus far is with the HLAPI (so when I make a class extend NetworkBehaviour and then I use OnStartServer() or [ClientRpc] that is all gone now.)
But if I want to make the very simple game of capsules shooting little cubes at eachother in a multiplayer environment I have no clue how to make them a networked gameobject any more. I can very quickly make the game as a single-player game, but I just need some help where to start on make a server and how to make it communicate with my existing small scripts (which make the player move , shoot and take damage for example).
(NOTE: I do understand that the questions Iâm eluding to hereare not straightforward and probably donât have quick answers -but at least the old system had full documentation with Unity and some very helpful and basic tutorials, this new way I cannot find anything which is a pure example of basic game working in this dedicated server fashion)
Hope that makes some sense, i am somewhat confused :S ![]()
(âŚIâm gonna study the MLAPI till i drop and see if I can bash something together⌠thanks for your help my friend!)
Sounds great, any questions are happily answered on the discord server. This is whatâs good with any active projects (doesnât just apply to the MLAPI). Usually there are active discord or other chat services where you can ask ppl about any problems you encounter.
Sorry to keep bugging you , but I am wanting to get started using your MLAPI and just wondering do I need to download only the Example Project or must I also download the full library from Github? (Im guessing that the Project will include the library already but I dont want to get confused any further so thought Id ask you here first)
Iâve joined your discord and im looking through the examples now. Iâm having a little trouble starting the Example Project so Iâll probably be in touch on discord soon. Thanks again
You are never bugging me. But since this is getting a big off topic. You are welcome to chat in the discord. A brand new Example project is in the works ![]()
Not offtopic. Only limitation here is that it must not be a paid networking library promoted. Talk about free networking libs as much as youâd like. Preferbly open source.
(Photon is not free but they donât need to be discussed really, the info is everywhere).
I was interested when unity talk about new multiplayer solution replacing Unet :

But since then (7-8 month after) no real news about this ? Or am I missing it somewhere (and searching about it is the point of coming to this thread in a first place).
Nope, no real news. But Joachim Ante himself has specifically mentioned networking and how important it is to the engine at GDC two years in a row now, so Iâm keeping the faith. Plus with the acquisition of Vivox and Multiplay Unity networking is starting to look like it will have a pretty awesome future. Although I expect long time frames on this (ala the SRP).
Doesnât excuse the poor communication from the networking team though.
Yes, the physics engine on package manager (fully deterministic for networking with stateless rollback) is a big part of this.
The deterministic behaviour will be fully realised with a Burst update later in the year.