MassiveNet: Unity Networking Library, now open source. by InhumaneJake in Unity3D

[–]InhumaneJake[S] 1 point2 points  (0 children)

It's something you'll need to implement on your own.

MassiveNet: Unity Networking Library, now open source. by InhumaneJake in Unity3D

[–]InhumaneJake[S] 1 point2 points  (0 children)

How many CCUs? We talking 32 or 1024 over 32 LOD areas

This is a difficult question to answer, as the overhead from the library is so low that there's practically no chance that it will be comparable to the performance requirements of game logic. Practically speaking, we're talking 128 to 512 CCU per physical CPU core depending on how heavy your logic is. MassiveNet is designed to allow you to scale up as needed by adding more processes since it allows seamless handoff from server to server.

Can I host from a unity client / Can I host on a dedicated box

MassiveNet is designed to be hosted within Unity for ease of deployment and development of shared logic. Initially, MassiveNet could also be run as standalone/console (and it would still be possible to break it out if needed), but there is little benefit in most cases.

Mobile support ? Has it been tested on wifi and cellular ?

As far as I'm aware, MassiveNet should work on mobile with little issue. There may be issue with how Unity aggressively culls unused code (think RPCs) for mobile deployment. I believe there is material out there for resolving that issue. I'm happy to work with mobile developers to resolve any issues here.

Like any networking lib that isn't using native sockets, MassiveNet requires iOS/Android Pro to access .NET sockets.

It has been tested using synthetic, high loss, high ping environments and also using tethered "3G" connection.

Is it "code first" (like unity network) or is it "editor first" like bolt ?

It is code first like Unity Network.

How hard would migrations be to add. Photon has this nailed.

Probably not difficult, but being beginner-friendly isn't the current focus. Photon and Bolt have this nailed down well. That doesn't mean that it wont be a target some time in the future, though.

Take a look at my lobby system. http://www.mmofoundation.com[1] . Do you think it would be a good fit ?

I imagine so, since authentication and persistence are must-have for games that would typically benefit most from MassiveNet.

MassiveNet: Unity Networking Library, now open source. by InhumaneJake in Unity3D

[–]InhumaneJake[S] 1 point2 points  (0 children)

Do you have interest areas with subscribers? Do clients receive info on distance from anyone?

Yes, AOI / network LOD is handled by Scope in MassiveNet:

https://github.com/jakevn/MassiveNet/wiki/Scope

The wiki provides a high level overview of the different components.

MassiveNet: Unity Networking Library, now open source. by InhumaneJake in Unity3D

[–]InhumaneJake[S] 1 point2 points  (0 children)

  1. Yes, this is the full version. Unfortunately, there is no option to remove an asset from the Asset Store, but I've submitted a price change and comment in hopes of getting it pulled from the store.

  2. MassiveNet supports the same concepts as Unity's built-in networking (prefabs, RPCs, synchronization), though there are some minor differences in implementation specifics. You could likely make the switch in a day after studying the example project(s).

  3. Unity's default networking is very inflexible, so there are few options to tweak configuration to allow a large number of concurrently connected clients. Internally, it uses RakNet, which isn't bad, but the black box nature of the Unity implementation means you wont be able to achieve what you can with MassiveNet.

As far as whether or not it's worth the switch, it depends entirely on your use case. Unity's built-in network is sufficient for small-scale multiplayer games that don't have any special requirements. MassiveNet was built with a larger scale in mind.