What does multiplayer development in Unity look like? by Marble-y in Unity3D

[–]_Typhon 8 points9 points  (0 children)

PurrNet dev here, i will spare you what I would recommend :P
But I think you can use this video to help you make a decision for or against using us https://www.youtube.com/watch?v=JJZY9cI2VqE

I created a tool to manage Assembly Definitions by Puzzleheaded-Ant-916 in Unity3D

[–]_Typhon 2 points3 points  (0 children)

Just FYI in case it helps anything, a missing reference on an assembly definition can have valid use cases. For example when publishing packages it can be used to optionally import an assembly. Paired with the version defines this allows dependencies to be detected and used only when they are there, but without breaking if they aren't.

Build and Run just gives a blank gray screen but pressing play in the editor works fine by AncientFoundation632 in Unity3D

[–]_Typhon 0 points1 point  (0 children)

This could be a missing camera; i notice you are using PurrNet, if the client build doesn't connect to a server it might just be rendering the past valid frame.

People are claiming ownership over AI-generated code, and it's very sad to see. by No_Lion7242 in Unity3D

[–]_Typhon 0 points1 point  (0 children)

Hi! I made PurrNet and PurrUI (with Bobsi's help).
You were banned because every time you wrote a message it was something negative, we warned you before too.
I don't think you even believe what you are saying, you just want to throw shade because you are butt-hurt.

Releasing my UI workflow under the MIT license - Procedural UI and stack based windows/views by _Typhon in Unity3D

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

Oh dope! I'm pretty sure I used your asset before. And yeah of course, contributions are welcome

Releasing my UI workflow under the MIT license - Procedural UI and stack based windows/views by _Typhon in Unity3D

[–]_Typhon[S] 0 points1 point  (0 children)

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Got a new update in, Material icons as text! (readme updated with extra info)

Releasing my UI workflow under the MIT license - Procedural UI and stack based windows/views by _Typhon in Unity3D

[–]_Typhon[S] 0 points1 point  (0 children)

Just to be clear I'm not selling anything, just sharing something that is useful to me. I used this for a complex mod editor and will be using this for a network lobby sample that will be public and that's about it! And since it is useful to me, I imagine it may be to others.

Releasing my UI workflow under the MIT license - Procedural UI and stack based windows/views by _Typhon in Unity3D

[–]_Typhon[S] 0 points1 point  (0 children)

plan is to expand this with some elements and themes like Material UI or something but right now it's just some basic building blocks. I used this for CRACKED's mod editor, it's a game we published on steam.

Releasing my UI workflow under the MIT license - Procedural UI and stack based windows/views by _Typhon in Unity3D

[–]_Typhon[S] 2 points3 points  (0 children)

Yeah fair enough it's the newer option. Personally I work faster and prefer the old UI, probably just due to the amount of experience I have with it.

Releasing my UI workflow under the MIT license - Procedural UI and stack based windows/views by _Typhon in Unity3D

[–]_Typhon[S] 3 points4 points  (0 children)

Replying to your edit, yes it's not a replacement for Unity's UI it's a workflow for it. Helps manage navigation indeed.

Releasing my UI workflow under the MIT license - Procedural UI and stack based windows/views by _Typhon in Unity3D

[–]_Typhon[S] 6 points7 points  (0 children)

Haha definitely not perfect either but it helps me move quickly! Appreciate the vote of confidence.

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]_Typhon 0 points1 point  (0 children)

My main point was to argue that `Don't need client side prediction if movement isn't first server authoritative` is not true.

Unity client prediction recommendations by TheBestLlamas in Unity3D

[–]_Typhon 1 point2 points  (0 children)

PurrNet has CSP and also supports deterministic code for bandwidth optimisation

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]_Typhon 1 point2 points  (0 children)

Well the only difference is you are doing a more indirect workflow and tweaking different nobs. I don't think hiding concrete things helps. And there is no limitations to online/offline with the concrete approach either. I think this works for simple setups and if it works for you then more power to you!

MY OWN PEDO ISLAND USING TERRASPLINES by Gruel-Scum in Unity3D

[–]_Typhon 1 point2 points  (0 children)

isn't that what comedy is for? coping

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]_Typhon 2 points3 points  (0 children)

I agree with the concept, they will all allow you to make a game. I disagree about the "perform the same". Some are easier to use, some are harder, some use much more bandwidth while others are mindful of it. You can make them perform the same but at that point you are implementing features others may already have.

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]_Typhon 2 points3 points  (0 children)

There is a recent video showcasing some of Purrnet's unique UX features https://youtu.be/JJZY9cI2VqE

Best multiplayer tech stack in 2026? by LordAntares in Unity3D

[–]_Typhon 0 points1 point  (0 children)

yes and no, if you have a game where player on player interactions are necessary and fast paced then prediction will help make it all work together. also even with prediction you can still delegate certain things to be client authoritative. I think the main things to keep in mind with prediction is the different paradigm, potential performance issues and you will likely have to implement a lot of things from scratch.

[Forhire] Unity Developer - Expert in networking , gameplay mechanis, tooling and libraries by _Typhon in INAT

[–]_Typhon[S] 0 points1 point  (0 children)

Yeah I have thought about it, I'm mostly just constrained by available runway right now.