New Unity.Multiplayer package with SteamWorks

Hey!

I’m only finding SteamWorks with HLAPI integration. Is this something we should still stick to with small-scale P2P games?

In the HLAPI it were some overrides to sending/receiving methods to use SteamWorks but I’m not sure were the proper hooks are in the new code. It seems to me I would need to change the NetworkDriver.cs
Has anyone experience with it?

Thanks!

Did you figured it out? I may need your help if you did.

Sadly no, but let’s bump this until we do.
I’m very sure it’s not that complicated for someone who knows the new Multiplayer package well.
The question is, who does? Discussion and usage is very silent around the package.

Isn’t the new multiplayer system at this stage not much more than a network transport? Unless that has changed, what would you be putting on top of Steam’s networking? The HLAPI was a pretty high level abstraction of the underlying network transport, so made sense to try moving to Steam’s network transport.

There’s a lot in https://github.com/Unity-Technologies/multiplayer/tree/master/sampleproject/Assets/NetCode
Basically they have taken everything out of the FPSSample and moved it to this NetCode. Snapshots, replication, ghosts, RPCs, Interpolation, Network time synchronicity and client side prediction.
Really, most stuff you would need is already there but it’s not easy working with it as documentation is barebones and samples are few. When it works, the netcode is very stable and scales better than anything in HLAPI or other frameworks.
I’m currently figuring out how this works with Hybrid ECS. Of course the biggest sample is pure ECS. :frowning:

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