Please note: uMMO has been updated with a completely rewritten version on top of UNET (the older versions are still contained and offered to you with older versions of Unity). The information in this thread has become nearly completely outdated. For the latest on uMMO please refer to the official Asset Store page: The Best Assets for Game Making | Unity Asset Store
Hi Unity Community!
I am honored to present to you uMMO, our new Unity Asset Store package!
See a working live demo here. This spawns a client which can connect to a linux server. It features server-side collision detection (you cannot run through other characters as a result) and a small demo game. It’s MMO, so just copy the link into a new browser tab to spawn a new client. The complete scene is also included in the Asset Store package.
First of all: Why did we produce this?
Like all of our products this idea first came out of the need for it for ourself. We think the future in gaming lies in MMO! Play when you like, together with whom you like, in a consistent online world. We are working on MMO games ourselves and we want to see other MMO games produced by others, that is our very own wish for the future!
Now lets talk about this package:
Features:
- 2 demo scenes included
- Design server and client in the same scene - No syncing of data models anymore: best for rapid prototyping
- 100% native Unity network code: convert your existing multiplayer game in minutes!
- Switch between authoritative and non-authoritative network infrastructure with a single click. I.e. using authoritative server setup enables you to implement server-side collision detection with ease!
- Create an MMO from any singleplayer game with a few clicks.
- Instantiate players as well as NPCs (non-player characters)
- Decide specifically what scripts gets executed on the server and which on clients.
- Automatic syncronization of animations (no network controllers for animations necessary anymore).
- No DLLs - full source code enclosed
- Optional: Powerful input engine: Automatic input syncronization between server and client (authoritative server setup)
- Optional: Data transmission filter engine: i.e. only receive data from characters near you, not a single bit from anyone else (configurable).
- Build MMORPG, MMOFPS, MMORTS, …
- Modular extension engine: Don’t overwrite plugin code anymore and still be able to change nearly anything.
- Timeout manager: kick players idle for x seconds
- more inside, and even more to come
For whom the official documentation is not enough there is extensive documentation available IN the editor:
Furthermore all source code is accessible and plugin source code is extensively commented. If you have any questions, please don’t hesitate to ask, we are here for you! ![]()
This is the first native-Unity-networking MMO plugin to enable you working on server and client in the same scene! There are no external libraries, so to switch to your server setup you don’t have to leave Unity.
Have you ever tried to implement server-side collision detection using a Unity client and a Java/C++ server? Then you will appreciate this package. The Unity-integrated physics will do all the work for you. All you have to do is switch to an authoritative server setup!
The package has been made for all of you who have ready and working singleplayer games (like character controllers and AI scripts) and you want to make it MMO! In the documentation I explain very explicitly how to use what scripts, so it makes sense to you, according to the architecture you want to use in your game!
Hopefully we will see more games like WoW, Rust, DayZ, Battlefield and Arma in the near future!
If you have a feature request - we are always open for that. We will include more in the future!
NEW: You now have the possibility and opportunity to receive a free limited version of the package. Limitations in the free version:
- The server only runs for 12 hours. After that you have to connect it again, and all clients have to reconnect.
- The source code is not available, the functionality is provided in a DLL.
- You cannot inherit from the main controller classes (sealed classes).
- A watermark is shown on the bottom of each client (and for the server also in the Unity Editor).
- You are permitted to use the free version for testing-purposes only.
Except for those limitations you have total freedom to test the package as much as you want to. For now the package will not be uploaded to the Asset Store. If you would like to receive a free version, please email me! You can expect your free limited copy within 24 hours of your mail.
Hints regarding all versions:
- There is no database support added, so for the moment you have to implement that yourself.
- This is not a package which provides you with extensive and well-written FPS, TPS controllers or specific MMO AI scripts, this package provides you with the architectural needs for managing your MMO network structure.
- The package includes a basic ingame-GUI, not a very extensive one as that is outside of the scope of the package, you can always replace it by replacing/adjusting the GUI module.
- This package uses - as mentioned - native Unity networking. So when purchasing this you will be bound to the great freedoms and flexibility of the Unity networking framework as well as its limitations. To test your project networking/traffic needs please email me for a free limited version of the package.
Just ask for purchase consultation and/or support here, you can expect an answer within 24 hours.
UPDATE June 10th 2014:
Unity 4.5 fixes a bug in headless Linux exports, which was causing too much CPU usage:
http://unity3d.com/unity/whats-new/unity-4.5
“Linux: Fixed eventual runaway CPU usage on headless players.”
It does what it says, flawlessly! Thank you, Unity!
BTW: If you run into issues with your Linux operating system not being able to start Unity exports, this can possibly help you:
AND more good news (for everyone who doesn’t know yet):
Unity has announced the development of a new native networking API: UNET. Of course when it launches, we will do everything in our power to make uMMO compatible with this new system. Buy uMMO now, as price will surely rise!
Check those blog posts:
http://blogs.unity3d.com/2014/05/12/announcing-unet-new-unity-multiplayer-technology/
http://blogs.unity3d.com/2014/05/29/unet-syncvar/

