Is there any gossip about networking in Unity 5? For example I would like to see:
Networking API for Windows Store/Phone
Better Unity Master Server for testing (it keeps going off!)
Perhaps a cloud based Master Server for commercial use (like Photon - but cheaper and less restrictive)
Cloud based services for games like highscores so we don’t have to reinvent the wheel every time.
In the video it said there were going to be new “cloud based services” for Unity. But it didn’t say what these might be!??
I know things like cloud based highscores, peer matching, social network integration, would be amazing. (Google Play has some of these cloud services but it would be nice if they were integrated into Unity).
Basically anything that would help making an online or multiplayer game easier.
I would imagine things to do with networking are the hardest thing to implement. But also the thing most game players (rather than developers) want!
Unity 5.0 will not have any updates on the in game networking (Unity Cloud is unrelated to that). But we are planning big updates to our networking tech for the 5.x release cycle, as we have publicly announced at Unite Tokyo today. In Unity 5.x we plan to introduce a completely new network system we built from scratch called UNET.
Great news! When/Where will more information be released? I can’t find anything from Unite Tokyo.
The single biggest advantage Unreal has over Unity IMO, is great networking. If you want to make a moderately fast-paced game in Unity right now, you need to spend a LOT of time on networking. So far, there hasn’t been a single fast-paced Unity game to my knowledge without absolute shit networking.
That’s interesting news. Well I guess unity 5.1 won’t be out for a year or so, so I won’t use it for my current game.
Can I suggest UNET should have an optional cloud based service like Photon? At the moment compiling and installing your own Master Server seems a bit like something from 2010. Old school. Retro.
Well, to some the prices are decent. But if you are expecting more than a handful of players on at the same time it gets pretty expensive IMO. I would prefer something free! (Like many cloud services are in this day and age - such as Google Plays multiplayer API) And not have to worry about how many players are playing at the same time.
I am primarily looking for a cross platform solution - Windows and Linux that has a client-server architecture and low latency.
I am not looking for a cloud solution personally… I am looking for a solution that can be hosted by the end user with relative ease.
So if I understand correctly, when UNET and Unity 5.x will be released, playing in multiplayer games made in Unity will not require the Unity plugin installation?
But before that happens will it be possible to play multiplayer games made in Unity 5.0 without Unity plugin? Maybe Unity 5.0 + RakNet or Unity 5.0 + Photon?
I was thinking about multiplayer games embedded in a web page:
So if I understand correctly, when UNET and Unity 5.x will be released, playing in multiplayer games made in Unity and embedded in a web page will not require the Unity plugin installation?
But before that happens will it be possible to play multiplayer games made in Unity 5.0 and embedded in a web page without the Unity plugin? Maybe Unity 5.0 + RakNet or Unity 5.0 + Photon?
It would be cool if Unity has such features built-in. In the meantime, Parse has Unity integration. It’s a pretty easy cloud-based way of doing account systems, metrics, high score charts, etc. without having to run the backend yourself. https://parse.com/products/unity