I am a little bit confused by the new security sandbox in Unity 3… Is there any way to have the web player function as a p2p multiplayer game? Which of these will work, if any?
Using built-in unity networking and the masterserver
Using “roll your own” tcp/udp networking code with .net sockets (eg lidgren)
Using UDP and send a valid policy file from each side of the p2p
I understand the need for security, but the “webplayers cannot communicate with each other directly (peer 2 peer)” is alarming and one of the main reasons we chose unity…
Thanks in advance to anyone that can shed some light on this!
The previous anti-security was alarming as it was the main reason that many larger places prevented the webplayer from installing.
freeform network access is inacceptable for a freely distributable player …
you can still do a lot, but only against servers that fullfill the basic security requirements of the web as policy security etc.
As long as the other side offers that, it can act as server.
I agree the statement on P2P is a little confusing. Basically you cannot create a P2P Webplayer game unless it uses the built in Unity Networking.
I’m deducing this from a line early on in the Security Sandbox document which states that …
"This does not affect the built in mutiplayer networking functionality of Unity (UnityEngine.Network, UnityEngine.NetworkView classes etc). "
So in your number list only option wil work for a WebPlayer 1. Using built-in unity networking and the masterserver
option 2 and option 3 will not work because the docuentation states “You cannot create listening sockets in the webplayer, it cannot act as a server.” this means that you cannot run a policy server in the web player.