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com.unity.multiplayer-hlapi
The high level API component of the Unity Multiplayer system. 📦 [Mirrored from UPM, not affiliated with Unity Technologies.]
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InfluxDB
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> 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.
If anyone is looking for a Unity alternative, the guys at rbfx are doing a great job revamping the old Urho3D codebase: https://github.com/rbfx/rbfx
It has good C# scripting support, a nice editor and modern rendering pipeline.
> 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.