I’ve only dipped my toes into the shallow end of the pool, so-to-speak, in terms of networking knowledge right now, but I have some specific questions.
I’ve read that for all practical purposes networking an rts game with Unity is virtually impossible (or just very very hard?) with Unity’s physics and math, because it’s not deterministic.
#1: That being said, if I limit my networking functionality to just be 1 player versus 1 player (i.e. 1v1), would this allow me to compensate for the non-determinism by being able to send enough information of the game state to the server (or client server) given the “average” bandwidth most players have available to them nowadays?
#2: Secondly, the physics I’m currently using is needed for player collisions and for “effects” such as boulders being triggered to fall off a cliff (which is just for show). Is it possible to network for collisions properly (or at least good enough), to where the game is playable? I think player and player-building collisions would be a necessity, but the just for show stuff I could do without.
#3: And, lastly, if I simply give in to the fact that my game can’t have replays (due to non-determinism), and the fact that I’m only striving for 1v1 to start with, is it possible to have a rudimentary multiplayer 1v1 rts game working using Unity’s physics, math, components, API, etc…
All in all, I’d like to know if it’s possible to have functioning multiplayer for an rts game with Unity, no matter how limited or bad it may be? Thanks for any help.