Was it always the intention that NGO be aimed at small scale projects, or were limiting factors found during its development?
Hi Cerestorm,
The original goal for v1.x.x was for small scale multiplayer games. As with any netcode related products, there are always limitations that you eventually run into (we have had a few and overcome many of them). But the primary focus was indeed intended for smaller scale games.
Here is our roadmap for additional details of what was done, what is in progress, and what is being taken into consideration for v1.x.x Netcode for GameObjects:
Multiplayer Networking roadmap | Unity
Thanks Noel, I was quite surprised when I first saw that Netcode could support up to 10 players, I thought MLAPI which NGO is based upon could support more than that.
Presumably that player limit isn’t a hard and fast rule as games of different genres will have different network requirements. Is there any general advice you have give when deciding on a multiplayer solution if NGO would be a good fit for the game you have in mind?
Hi Cerestorm,
The main factors that will influence such decision are:
- The amount of players (ideally up to ~10)
- The amount of objects that need to be synced over the network, and what data you sync about these objects (this requires some benchmarking and depends on your game. In general the lower, the better)
- The type of movement and interactions between these objects (physics-based vs non physics-based). NGO is better for non-physics-based games.
A more detailed answer can be found on this video, at minute 7.23 - 9.10. Hope this helps!