FPSSample
com.unity.multiplayer-hlapi
FPSSample | com.unity.multiplayer-hlapi | |
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4 | 1 | |
4,781 | 5 | |
0.4% | - | |
0.0 | 10.0 | |
5 months ago | almost 3 years ago | |
C# | C# | |
GNU General Public License v3.0 or later | MIT License |
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FPSSample
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Unity will quietly waive fees if developers switch to its ad monetisation
I wish they'd go the way of Epic and make an actual game with their engine. They've tried a few times and given up each time. It's pretty embarrassing when they've done things like released a fully featured multiplayer FPS demo that doesn't actually work out of the box and has a custom editor tool manager, custom scene loader, and custom networking layer that were never merged into mainline unity. Meanwhile they still have no official stable networking module. The old functional one was sunset and the new ones are still in beta.
https://github.com/Unity-Technologies/FPSSample
> This project is based on Unity 2018.3
> NOTE: Due to a bug in Unity 2018.3, you have to take the following step right after the initial import: 1 Search for Firstperson_Projection in the Project search field. Select the 4 shaders, right click and reimport them. 2 If you have script compile errors related to entities, you need to remove and re-install the entities package.
> One day soon we will remove this note and there will be cake.
> Once the editor is ready, open the Project Tools Window by navigating to FPS Sample > Windows > Project tools.
> Keep this window docked as you will use it a lot. From here you can open the levels, build assetbundles and build standalone players.
https://github.com/UnityTechnologies/open-project-1
> Note: As of December 2021, Open Projects and Chop Chop are not in development anymore.
- Literatur für Gaming-Netzwerkprotokolle
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Unity merges with IronSource
> Anyway, if you want a clearer picture why they decided to throw the packages away, I recommend reading the source and/or trying to use them.
This isn't really a good excuse for why core features have been rewritten 4x without a production release and with no legacy version available for the latest engine.
You left out MLAPI from your link and the FPS Multiplayer Sample NetCode
https://docs-multiplayer.unity3d.com/netcode/0.1.0/getting-s...
https://github.com/Unity-Technologies/FPSSample
> Uhhhh? The package is literally right there.
I mean actually release it in a way that's stable for teams working on a game. Not "This package is available as a preview, so it is not ready for production use."
The current roadmap plan is for Netcode for ECS to reach production way after Netcode for GameObjects.
Bolt is not Unity Visual Scripting. It's extremely similar but that only makes it more confusing. Bolt is a separate asset which is still maintained, the last update was a month ago.
> develop a "vnext" tool while still supporting a "legacy" tool
Except their only production level multiplayer library, UNet is not supported anymore. There is no official way to make multiplayer Unity games right now that isn't a preview package or deprecated.
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Are there any open source AAA/Clean Coded games?
This one? https://github.com/Unity-Technologies/FPSSample
com.unity.multiplayer-hlapi
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Unity merges with IronSource
> For multiplayer there was the original UNet, then the FPS Multiplayer Demo stack, then HLAPI/MLAPI, now we're getting "Netcode for GameObjects".
This doesn't seem like the correct timeline of events. Anyway, if you want a clearer picture why they decided to throw the packages away, I recommend reading the source and/or trying to use them. For your reference: https://github.com/needle-mirror/com.unity.multiplayer-hlapi
> That also means their new tech stack rewrite for ECS won't get multiplayer support until they release "Netcode for ECS" at some later date.
Uhhhh? The package is literally right there. It's one of the very earliest ECS packages they published, I think. They also reaffirmed that the package is in active development internally. https://docs.unity3d.com/Packages/[email protected]/man...
> There's stuff like buying Bolt and then depreciating it months later for Unity Visual Scripting.
Bolt is Unity Visual Scripting. I really don't know what you find so offending here (maybe except Unity's inability to develop their own tools in-house).
> It's like they have a ton of teams working on rewriting the engine but none of them communicate and often find out they've been rewriting the same feature as another team.
I can't come up with a single example of this. Unity occasionally has a tendency to develop a "vnext" tool while still supporting a "legacy" tool, which seems great for backwards compatibility (and for long-running projects), but it just keeps confusing people endlessly. I don't like Unity, but hell, I don't envy them for constantly having to deal with this shit either.
What are some alternatives?
OJP - Open Jedi Project Source Code
warzone2100 - Command the forces of The Project in a battle to rebuild the world after mankind has been nearly destroyed by nuclear missiles. A 100% free and open source real-time strategy game for Windows, macOS, Linux, BSD+
team-comtress-2 - Team Fortress 2, but with a lot of fixes, QoL improvements and performance optimizations!
open-project-1 - Unity Open Project #1: Chop Chop
Godot - Godot Engine – Multi-platform 2D and 3D game engine