P2P impossible ?

Well I used raknet professionnaly on a commercial game. And we made P2P working on PS3/PC/360
I know well this lib (I fix some bugs on the ps3 lib…), and it’s totally feasible to do P2P with raknet (even with nat punchthrough).

I didn’t look at unity networking right now, but is there something that prevent using the built in networking system to do P2P ?

Most recent game use P2P, you may not know that but even the latest blockbusters FPS use P2P at least for some communication.

Unity’s Built in Networking can be used in a P2P setup. A player acts like the server, starts hosting a game with the master server, other players are able to connect to the master server to get all running games and connect to the one they want. uLink also handles P2P really well as well as your normal Client/Server connections.

Actually, with Unity’s networking there is never true P2P networking and it’s impossible to achieve.
One player is the host, everyone connects to this player. If he leaves, the game is down.

Unity’s networking is relatively rigid and you won’t find Raknet exposed anywhere.

You can find a wrapper for RakNet in RakNet’s own website for .NET and unity which can be used with standalone games in unity and have most of its features exposed.