SocketIOUnity
com.unity.netcode.gameobjects
SocketIOUnity | com.unity.netcode.gameobjects | |
---|---|---|
1 | 10 | |
350 | 2,072 | |
- | 1.1% | |
0.0 | 8.5 | |
2 months ago | 6 days ago | |
C# | C# | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
SocketIOUnity
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Socket not working on android
Hello, I'm using this pack https://github.com/itisnajim/SocketIOUnity
com.unity.netcode.gameobjects
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Migration from MLAPI to Netcode for GameObjects
There was this issue: Custom Serialization can't be used because of compile-time error in RPCs. · Issue #665 · Unity-Technologies/com.unity.netcode.gameobjects (github.com) and this one Error in editor ArgumentException: An item with the same key has already been added · Issue #714 · Unity-Technologies/com.unity.netcode.gameobjects (github.com) Though I guess there has been many changes on Network for GameObjects since then.
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How to parent a NetworkObject in Netcode. For holding and using an item (example: holding, dropping, or shooting gun?)
Ok so while writing this I went and found in the github project for the netcode gameobjects an example of grabbing an item, have a look~ https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/testproject/Assets/Scripts/GrabbableBall.cs
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Can I save my broken UNET game?
Netcode for GO: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects
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[Netcode] Behaviour index was out of bounds. Did you mess up the order of your NetworkBehaviours?
Turns out downgrading Netcode for Gameobjects from 1.0.1 to 1.0.0 is the solution for this. Here's the link for the working version of Netcode: Netcode v1.0.0
- A Unity environment created in URP for my portfolio
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How to handle turn based multiplayer
Steam Networking (I used Unity therefore, this was also very helpful: Facepunch Steamworks / MLAPI)
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Is Netcode NetworkID enough to decide recipient of data?
This is in NetworkTransform line 360 in the Unity Netcode https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/9ffd22b158fbac5ea824cb7e9e237d2d8b782ed0/com.unity.netcode.gameobjects/Components/NetworkTransform.cs
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Its the little things that break you
I bet you're using Mirror. I peeked at their code base (and Unity's new netcode project) and decided to write my own networking framework instead. It sucks to be stuck with problems that someone else created.
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Is Unity MLAPI ever getting updates?
I think they rebranded it to netcode for gameobjects. Github repo seems to update daily: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects
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Unity wants to support you as you create Lobby experiences for multiplayer games (Survey)
E.g. We just released Boss Room, our new multiplayer sample game. It is built using our experimental version of MLAPI, the mid-level netcode Unity acquired last year. MLAPI is fully open-source under a MIT license. We're continuing to develop it in the open, taking both RFCs and PRs from the community. More info can be found both on our GitHub page and Multiplayer Docs site. https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi https://docs-multiplayer.unity3d.com/ Best wishes!
What are some alternatives?
ForgeNetworkingRemastered - See various forks, also please join the Forge Community fork of Forge Alloy! -> https://github.com/ForgeAlloyCommunity/ForgeAlloy
Mirror - #1 Open Source Unity Networking Library
realtime-csharp - A C# client library for supabase/realtime.
Client-Side-Prediction - Experiments with Client-Side prediction using unity and Mirror
com.unity.multiplayer.samples.coop - A small-scale cooperative game sample built on the new, Unity networking framework to teach developers about creating a similar multiplayer game.
LiteNetLib - Lite reliable UDP library for Mono and .NET
VoiceChatManager - An SCP: SL plugin which allows to record players' voice chat and play custom audios globally or in the proximity of a specific position or player.
SimpleUnityTCP - 🖧 Simple Unity Project to show how TCP communication are builded in C# without multi-threading or Unity network (Unet) involved.
Game-Networking-Resources - A Curated List of Game Network Programming Resources [Moved to: https://github.com/ThusWroteNomad/GameNetworkingResources]
Riptide - Lightweight C# networking solution for multiplayer games.
discord-rpc-csharp - C# custom implementation for Discord Rich Presence. Not deprecated and still available!