Network View to Electroserver Equivalent?

I recently read that Unity’s networking is not up to the task of running a lot of data, so I grabbed a copy of Electroserver5. I’d already figured out how to use Unity’s NetworkView components to handle changes, and was wondering if anyone knew of such a thing in Electroserver. I’ve found lots of functions for buddy systems, communications, and similar, but nothing that even vaguely resembles a Network View.

And hey, if someone has a different view of what the limitations are on Unity’s networking capabilities, I’ll accept those too :stuck_out_tongue:

For the obligatory background: I’m developing on a Mac with Unity 3.3 Pro. I’ve programmed in various C-Languages for many years but have never needed to do networking. So while a solid programmer, I’m a noob when it comes to networking.

I’m also the ONLY programmer on the project and they wanted a full demo with 2 controllable characters, text chat, voice chat, fully interactive room, shopping cart, back room, product data windows, and a link to a payment clearing service(ACH and credit cards) this past Wednesday(10/5). The best estimates I’ve found have said to expect to spend at least 1000 hours to do it. I was brought in to start the code on 9/21 :shock: Who needs sleep, right? :face_with_spiral_eyes:

Obviously the quicker a solution can be implemented the better as I already have everything except the networking ready to go including designing the communication routines to play nice with Propay :sunglasses:

If you can give me a summary or a link to what Network View does, I can figure out the ES5 equivalent, if there is one. (either on this thread or on the Electrotank forums) I’ve never done a Unity project using the built in networking, just Unity + ES5 ones.

The Unity NetworkView is resposible for sending the data between instances.

See the AvatarChat tutorial. In many cases you can use the server extension for AvatarChat without any changes - I tried to make it generic as possible. The tutorial points to which classes in the AvatarChat example handle sending data for position updates, etc.

If you have just a few users in the room, you don’t even need a server extension - you can send private (to another user) or public (to all in the room) messages with the optional EsObject attached, which would hold the data you wanted to send. Best practice is to use an extension, and have the clients send the data to the extension which then sends to rest of the room, or the other user if it’s private.

I check the Electrotank forums several times a day, so if you get stuck that’s the best place to get help with ES5.