Thought I would post a video of it working on Windows Phone and Windows Store
Hi guys,
RPC over UDP should be added i think,
In the âstandardâ Network classes , it allows to send an RPC message to a specific connection (âNetworkPlayerâ)
Is there a possibility to same with your library ?
I have another question, will it be possible to use âGood olâ Socketsâ plugin ( Unity Asset Store - The Best Assets for Game Making ), to use your library with a FREE version of Unity3D for IOS and android ?
RPC over UDP is a part of the system (it uses R-UDP to do so). Yes, I have an overloaded function for the RPC that allows you to send a message to a given player (either with a reference to the NetworkingPlayer or via the ulong player id).
As for using our plugin with Unity Basic (the Free version of Unity), we are working on our own version of sockets for Mono which will work on Unity Basic. Then there will be no need for âGood olâ Socketsâ.
Ok perfect
donât hesitate to contact me if you need beta testers.
Did you think about price already ?
Will you do 2 versions :
- One with binaries only
- One more expensive will full source code ?
Regards,
I am trying to compose a list of beta testers and you are on the list!
We will be releasing the binaries to start. The source code we may consider licensing out. As pricing model we are thinking of is the following:
- Binaries (default networking I have been showing off) will be a one time purchase (per major version if multiple)
- âArbiterâ[1] will have a standard licensing applied to it divided up between indie and large business (based on yearly income).
I do not have the exact number in mind yet, however I will note that we will have a special release price for the people who beta test though as a special thanks
[1] The âArbiterâ is the master server with room instancing + tons of new features, we canât discuss at this moment. The Arbiter is designed to change the way we all do large scale multiplayer and room instancing (master server/mmo). We will have more on this new tech soon enough.
Note: The Arbiter is NOT required to do standard peer-peer or custom hosted server networking (the binaries). It is meant for large scale networking at an industry served standard level (like the other guys)
Any update on the beta??
Iâm coming to a cross-roads where I need to commit to a specific multiplayer library pretty soon
Bookmarked.
Ready to purchase when this hits the asset store. (Unity Basic version, but happy to use Good ol Sockets)
If you are still looking for Beta Testers. I would be happy to help out
We actually will be doing one big pass tonight to check out the core part of the networking system and the network traffic. I think we are at a stage where we can release a beta this weekend! What are the core parts of your game so that we can make sure to make some documentation for the system around your needs (I know you are doing a racing game)? Are you looking for RPC calls over UDP/TCP, are you looking to have TCP and UDP running in parallel or just UDP, etc.
Awesome!
For the beta you may have to use Good olâ Sockets to get everything going; however we are developing our own networking layer so that you can actually use it on Unity Basic without Good olâ Sockets, as it will use our own proprietary setup. I suppose there is the same question for you as well. Are there any areas of networking you wish to see in this system (even ones not found in other systems)?
HI Farrisarts,
That is great
My project has been moth balled for a while, but I am now ready to start on it again. It is a FPS, written using Smartfox.
I want to modify my game using your asset so that game is peer to peer with the person who starts the game being authoritive server. This will avoid the issue of requiring a large enough centralised server.
I will still need a server sitting out on the web for a match making foyer, I would like to get more details on your Arbiter server:
- Above you say the server runs in Unity. Does that mean it sits on the desktop of the web server? i.e. it is not a service or runs in IIS/Apache?
- Can it handle foyer messages?
- Support Friend Only Servers? (System would need to track registered users and their friend groups)
- Does it keep details about game servers, e.g. number of players in game, game mode, âYourâ ping response time to server.
Edit: I wonât need Arbiter server for Beta testing.
The in-game features I will use are: (Note, if not available, I can write most from scratch)
- In game messages (Team or Game)
- Room/User variables
- Passing Serialized classes around for player and world updates
- Send updates via TCP or UDP
- Spawning/Destroying world objects
- Animations
- I am particularly interested in the âNetwork Mono Behaviourâ and interpolation. I have struggled with this aspect of multiplayer, eg: When player falls and appears to partially go through floor when predicting position. I also have a car racing game I have been kicking along in my spare time. This is particularly difficult to make car collisions appear similiar for both players due to the speed of the cars.
Thx.
Right now the most important would be unreliable UDP for synch and of course reliable RPC.
And yes, it will be used for the racing game Iâm working on.
We have UDP working with reliable RPC and I tested with Brent the reliable buffered RPC. The reliabled buffered RPC is the latest addition to the reliable UDP framework. We will be release the beta hopefully tomorrow, we would like to keep in constant contact with you to make sure that everything is running smoothly. If there is any bugs we would like to fix them quickly, so that they will not be in the initial release.
Feel free to message me or Brent on the forums any issues you may have.
@Zaddo67 thanks for the awesome in-depth response.
The server is fully authorative to prevent any form of cheating between the clients (which is the industry standard), so you shouldnât have many worries there.
This is one of the jobs of the Arbiter once it is complete by the way, that way we support both models :).
I am sorry for the miss-communication. The individual servers do run instances of Unity so that they are 100% compatible with unity in every way shape and form. As for the Arbiter server it is what controls the instancing of Unity as âroomsâ. The Arbiter server itself is completely independent of Unity and has been (and is being) tested on Windows, Linux and Mac. Also on those platforms it has successfully constructed and destructed rooms (unity server instances) at runtime. The current state of the Arbiter is not a service, however it is planned to be ran as a service.
The Arbiter currently does support password protected servers via the comment line of the registration of the server. At itâs current state, it does not support individual tracking of users through a login. That is one of our primary goals though so that we can extend the system to be much smarter when doing match making and persisting data across different games. We most likely will communicate with a MySQL server for this. We actually have some big plans for user login, user data, and analytics (and possibly bigdata) :). The arbiter has a working plugin interface so that you are able to alter its behavior as well!
Yes. It also uses this player cap not only to send down for the server lookup, but also for the centralized server to create new instances of rooms when needed.
Awesome, I wouldnât feel right giving you it at its current mangled state. It is our top priority with flushing out the network bugs though!
You are good on these, and we have some samples/tutorials we will be doing to show how to use them.
We have the structure in place to create your own serialized classes (will serialize entire classes across the network) however we will not have it in the initial beta as we need to completely check that this works well with child classes and do correct checks against reference objects that are not built for serialization (i.e: GameObject).
Yes
To save on network traffic, by binding the animation calls and actions to variables, you can easily get animations working across the network. We have a demo and video tutorial of how to convert the new Beta Unity 4.6 animated character with mechanim across the network with all the animations in less than 5 minutes.
If we could work closely with you on making sure that we have all of these cases flushed out, that would make us very happy. As of right now we havenât had any issues with objects getting stuck in other objects and the physics simulations thus far have been ⌠stimulating
Wow, great response. I was just expecting a couple yes or noâs
Canât wait to start using your library. It sounds great.
Awesome, canât wait to get my hands dirty with the beta
I am windows phone developer, hope to see that! <3
Ah! Welcome brethren! We love every platform in Unity and I have been a Windows Phone developer for quite some time myself :). Iâve even given a couple of talks and porting labs with Microsoft on getting started with Unity on Windows Phone 8 and Windows 8. Feel free to ask anything that comes to mind about our system!
Update: We have done huge work on fixing out major bugs that we have discovered in its use and are doing our testing trials tonight. If things go smoothly everyone will have this Beta slip like butter in their email with all the bells and whistles along with it.
For those that have not asked already who want to be part of it, please message me or @farrisarts (Brent) your email address so that when the beta is available we can send it to you as well. We need your feedback and testing to make this the best networking solution for those that are wanting true cross platform dependencies.
Thanks!
The beta is officially out! Those that want to participate please contact us.
This is one of the most advanced networking systems out there, so donât be shy and participate to get to know one of the next best networking solution to ever touch Unity!
We have documentation in the works on our website www.beardedmanstudios.com for those that are already in the beta. Please take a look at the sample code and videos to help get you started. Any bugs please report them to me or @farrisarts (Brent).
OK this got my attention. Seems really cool!