I want to implement multiplayer in my game (fast paced) and I don’t know which networking solution to use.
If your answer is Photon which product besides Fusion?
I want to implement multiplayer in my game (fast paced) and I don’t know which networking solution to use.
If your answer is Photon which product besides Fusion?
Unsure of what you mean by “fast biased” - do you mean “fast based” or “fast paced”? Additionally, understanding a bit more about the kind of gameplay you’ll be building will also be a key factor in deciding the types of netcode feature support you need to enable it
I meant fast paced
If you are planning on building a competitive game, where reaction time against another human player is key, I would suggest either Netcode for Entities or either of Photon’s solutions. However, if you are doing fast-paced cooperative or PvE game, then any of the solutions you listed above should work just fine - although I’m biased towards netcode for gameobjects ![]()
If this is your first multiplayer game I suggest to go with Netcode for GameObjects and client-authoritative input for the sake of simplicity (it is going to get complicated anyway). You can worry about cheating, server-authoriative hit-detection with lag compensation and overall optimization later.
I think it is more important to make your game playable first so you can iterate some playtests early in development.
Fish-Net looks super solid as well judging by their description and the reviews - however I haven’t used it.
If the scale of your game is super big or/and you have good experience with ECS specificly and DOTS generally than Netcode for Entities will be a good option.