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
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?
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