com.unity.netcode.gameobjects VS Sumo101

Compare com.unity.netcode.gameobjects vs Sumo101 and see what are their differences.

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. (by Unity-Technologies)
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com.unity.netcode.gameobjects Sumo101
10 1
2,065 0
0.7% -
8.5 10.0
2 days ago over 1 year ago
C# ShaderLab
MIT License -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.

com.unity.netcode.gameobjects

Posts with mentions or reviews of com.unity.netcode.gameobjects. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-08.

Sumo101

Posts with mentions or reviews of Sumo101. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-30.
  • [Netcode] Behaviour index was out of bounds. Did you mess up the order of your NetworkBehaviours?
    2 projects | /r/Unity3D | 30 Aug 2022
    So I've been following some tutorials online and have been trying to create a multiplayer 3D game, and so far, all I want to do is for two clients to be able to connect to a server, spawn their players (spheres), and move their spheres around and into each other, causing collisions. I have created a player movement script to handle input - just simple WASD and space-jump movement. To handle the networking, I followed Tarodev's Netcode video to set everything up. Here is where the problem begins. Using ParrelSync, I run the game on one editor and a clone on another. I then use a GameObject with the NetworkManager script to start a host on one editor, and a client on the other. Upon connection, the client and host both spawn players, but then the problem begins. As the client's player starts falling down, the host's editor starts experiencing errors and warnings. As mentioned in the title, here they are: [Netcode] Behaviour index was out of bounds. Did you mess up the order of your NetworkBehaviours? [Netcode] Network variable delta message received for a non-existent behaviour. NetworkObjectId: 2, NetworkBehaviourIndex: 2 I did a bit of digging and found that the error was being thrown by a function in the NetworkObject script, but I couldn't really understand why or how to fix it, hence this post. Errors are only thrown on the client when the host moves its player, and errors are only thrown on the host when the client moves its player. The transforms of the players are not being transmitted between host and client at all, despite the player prefab having a Client Network Transform script, and a NetworkObject script. Here is the link to the code if you want to reproduce the error or understand it better: https://github.com/XR101/Sumo101 Any help would be appreciated as this error is driving me insane.

What are some alternatives?

When comparing com.unity.netcode.gameobjects and Sumo101 you can also consider the following projects:

Mirror - #1 Open Source Unity Networking Library

Client-Side-Prediction - Experiments with Client-Side prediction using unity and Mirror

LiteNetLib - Lite reliable UDP library for Mono and .NET

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.

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!

AssetRipper - GUI Application to work with engine assets, asset bundles, and serialized files

TileMaps - Example repository for organizing generic tile maps in Unity with C#

PokemonUnity - A LEGACY Unity project to help build Pokémon-esque RPG games.