I’m very interested in unity, I downloaded the demo and I love how easy it is. I wanted to know if I made a multiplayer game that had both a browser version and a downloaded version could they interact with each other.
For example: Someone is on the web-player playing a game, there is another guy playing the same game but on a downloaded version, could they play together?
The limitations on the webplayer seem to be all security-related, like reading/writing files, and putting themselves into full-screen mode (they can’t–the user must do it). Also, webplayers don’t have the nice startup dialog for setting up input devices and video options (though you can provide similar options in your own in-game menus).
You can do networking with a server, but not over the local network. This is for security reasons. (Being able to do networking in the local network would potentially allow you to read files on other drives in the network)
So you could play via a client-server setup, but you wouldn’t be able to play peer to peer.
I can’t see why not if the desktop version is pulling off the data from the server, the browser version would too.
I mean, if I had Quake on my workstation at work (not that I do) and I played online (not that I do) then that version on my workstation (not that it is) is passing the data through the LAN to the router out onto an internet server. That version of Quake on my workstation (no, really, there isn’t) is only communicating with the server on the internet.
The browser player guy would also be communicating with the same server, provided we are logged onto the same game server (I don’t, honest!).
The point of networking on the LAN is to share common resources, if you want to read other files you come up against security issues.