Outside of U.Netcode (ECS+DOTS) is there a good and a bit more classic, lightweight, Multiplayer system for 2-4 players games that includes a nice resource-moderate predictive netcode, without relying on a server but where intercommunicating devices do the corrections sort of ad hoc?
Theres a few assets on the store that fit that category. For instance:
uMMORPG uses Mirror for networking, client and server are the same. Good asset, highly customizable on the network end, but only supports 1 scene.
MMORPGKIT 2D/3DSurvival, is a simple based MMORPG template, but also supports more than 1 scene,
Theres many assets out there, that code-wise/doc-wise, could fit.
Thank you.
I’m a bit puzzled by the uMMORPG part of these plugins, although the limitation to one scene wouldn’t be much of a problem assuming all players are thrown into the same scene.
I just wanted to add that the uMMORPG addon might (I don’t know that) only support one scene but Mirror supports as many scenes as you like.
Besides that.
For a simple game Mirror is all you need.
Even for a complex game Mirror is all you need but then again it means a lot of coding
I just want to point out that uMMORPG asset implies you’re building an MMO, and MMOs never qualify as “small games”.
Yes, most certainly although sometimes plugins might digress slightly from their original scope. Unity having started as a smaller engine appreciated by indies, it’s expected that it would also come with a few assets supporting a tighter scaled game.
I’m precisely trying to avoid anything depending on a server as I want devices to be able to handle corrections on the basis predictive programming on their own and synchronize thus, but these operations can be costly both in CPU and bandwidth. I’m looking for a mobile-friendly system and this requires a certain amount of concessions or, on the other hand, a highly optimized system.
For a fast paced game, basically an input delay (3-5 frames) would be its corner stone before stacking some predictive management onto this foundation. I’m also concerned by the data management not being clogged on the devices because of small data “pipes”, bad channel management and, above all, the fact that a Unity game is essentially launching the Unity player on the device, which logically would be less efficient than a truly native app.
Check out TNET, I recently been using it, and I been super impressed , I have used the developers other tools for about 10 years, NGUI and always loved it… TNET the developer himself uses for his own games. All of the so called popular ones, I have used on and off over the years and they mostly been disappointing, or not worth the cost/effort… I like proven solutions… by the devs them selves, not these tech demos.
Oh nice, the makers of NGUI! Thanks for the tip.