Simple networking

Hi,

I’m developing a 3D simulator and i am interested in unity only as a visualization engine because i make all my logic in the core. Of course i have my own server, so i just need to send from the server to the clients what to render. Obviously, no multiplayer needed. What networking alternative would you recommend me?

Thanks in advance.

Last time i checked networking was for multiplayer.

If you don’t want multiplayer, there is no need for networking. I don’t think I know quite what you want done.

Thanks for answering,

I don’t need multiplayer but I need a networking solution, something like this:

Where the intermediate server can be or not.
Every client has to render into a projector some part of the scene in order to form a 360 degrees screen.

Omniyo, you need to read up on networking, you say you don’t need multiplayer but the drawing does show you do. Also if you want a customized system you will most likely need to write it yourself.

Hello appels,

Firstly, thanks for your answer.

I have been reading up on networking but I am not sure about any solution, that’s why i asked here.

When I say that i don’t need multiplayer I mean that i wont need the multiplayer features: masterserver, interaction, etc, but it is obvious that i need networking features.
I will only need to send some information to the clients and they will render this information. Their only function is just rendering in a screen.
I put x clients because i don’t know yet how many i will need but no more than 15.
The flow will be just in this direction:

Simulation:
Core->Server->Clients(render)

The input will be in charge of the core.

So, i just need to send that data.

Any help?

Thank you in advance

Well like i mentioned, thats a custom solution you will need to write yourself and can’t be achieved with Unity’s networking.

Omnio… can you explain why you need a server? Does this need to be updated or interacted with real time? Explain to me why this can’t be done with a webplayer?

Omnio - if you’re just creating a star topology and pushing server data to each client that is easily achieved using RPC’s.

Start here: http://unity3d.com/support/documentation/Components/net-UnityNetworkElements.html

Just create a server instance using Network.InitializeServer() for your server, then the clients will each invoke Network.Connect() in their start scripts to connect to your server. At that point, create a [RPC] method and drop this script onto both your server and client. You can then use RPC calls to deliver whatever you need. If it’s realtime rendering we’re talking, then just build the scene on your client and then push down and movement details etc… from the server using RPC’s, should work fine and be the easiest approach in your case.

Hope that helps, gl.

First thing first, are you absolutely sure that Eyefinity (etc.) will not do for your task?

omniyo: What’s driving this system? Are you planning a host instance of Unity running and the clients logging into the host and receiving data from the the host? Do all the clients need to be in synch? Or are the clients driving updates? Rather than the host pushing them?