FishNet
LiteNetLib
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FishNet | LiteNetLib | |
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7 | 25 | |
1,126 | 2,938 | |
- | - | |
8.5 | 7.4 | |
7 days ago | 4 days ago | |
C# | C# | |
GNU General Public License v3.0 or later | MIT License |
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FishNet
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Godot netcode options
2) Rewrite it in Unity and use something like Photon or FishNet: https://www.photonengine.com/fusion https://github.com/FirstGearGames/FishNet
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How to downgrade a Unity Package?
Which brings me to the next thing... If you ever want to jump between release all past versions and pre-releases are found here https://github.com/FirstGearGames/FishNet/releases
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After 3 years of solo development, my sandbox MMO: Skullborn will be released on Steam Early Access on Halloween π and demo available now
But he recommends https://github.com/FirstGearGames/FishNet
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Using Animator.CrossFade with RPCs
Crossfades are a little tricky. You're welcome to see how I do it in my networking solution https://github.com/FirstGearGames/FishNet/blob/main/Assets/FishNet/Runtime/Generated/Component/NetworkAnimator/NetworkAnimator.cs
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What network should i use
Use Mirror, or the new Fish-Net solution.
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Unity and Mirror: Can I Use it?
I've been a bit "Unity offline", and even more so when it comes to networking solutions, because of my real job :), but LiteNetLib is quite good. There's also a new HLAPI solution called FishNet which seems very interesting.
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MLAPI vs Mirror? For small scale PVP?
Unity has a horrible history of f'ing up their network solutions, so I have no high hopes for it. Just because of that, I would go for Mirror (or maybe FishNet, which looks very promising, but I haven't had time to test yet).
LiteNetLib
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Dedicated Server outside of the Engine
I personally use this LiteNetLib
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Favorite Networking Solutions ?
Been using LiteNetLib for our current project and it is pretty nice
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Mirroring Input Events to multiple computers
Currently I'm using LiteNetLib (https://github.com/RevenantX/LiteNetLib) and it's working pretty well. There is a little input lag but it's more than acceptable.
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Lan connection for a monogame game
Check LiteNetLib. Judging by your requirements simply passing coordinates back and forth between two clients should work. Designate one of the games as host and the other as client, but just pass coordinates would work over LAN. Optimise from there if gameplay isnβt thet smoot by lerping between past and newly received coordinates.
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Windows Central: "Microsoft to merge Surface Pro X ARM and Surface Pro 9 Intel versions under one product line"
For networking, file IO, and streams in general, there's Korio and for Java; for just networking, there's LiteNetLib for C#; for what looks like data streams in general, there's Okio also for Java; and Tokio for multi-threaded IO in Rust.
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Unity and Mirror: Can I Use it?
I've been a bit "Unity offline", and even more so when it comes to networking solutions, because of my real job :), but LiteNetLib is quite good. There's also a new HLAPI solution called FishNet which seems very interesting.
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can we connect use udp connection to send messages from windows(udpclient) to linux(udpserver) in c#...(newbie so forgive for asking questions in non standard way)..
This might be handy for you :) https://github.com/RevenantX/LiteNetLib
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"Network Stack" Explained & How "ViNL" Changes Development
they might be using LiteNetLib as their low level transport.
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Worried about server security and seperation with Mirror Networking
You definitely want to a low level API (LLAPI) instead, like f.ex. LiteNetLib, ENet, lidgren or similar. I haven't touched anyone of these recently, except the first one a year-ish ago, so I won't say anything about where they stand today.
- Networking lib/framework for multiplayer servers ?
What are some alternatives?
stockfish.wasm - WebAssembly port of the strong chess engine Stockfish
ENet-CSharp - Reliable UDP networking library
lila-ws - Lichess' websocket server
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
lila - β lichess.org: the forever free, adless and open source chess server β
NetCoreServer - Ultra fast and low latency asynchronous socket server & client C# .NET Core library with support TCP, SSL, UDP, HTTP, HTTPS, WebSocket protocols and 10K connections problem solution
wireguard-install - WireGuard road warrior installer for Ubuntu, Debian, AlmaLinux, Rocky Linux, CentOS and Fedora
lidgren-network-gen3 - Lidgren Network Library
godot-rollback-netcode
FrameworkBenchmarks - Source for the TechEmpower Framework Benchmarks project
pgn-tactics-generator - Generate chess puzzles / tactics from a pgn file
MagicOnion - Unified Realtime/API framework for .NET platform and Unity.