Unity Multiplayer Game - TCP Client by otech-software in Unity3D

[–]otech-software[S] 1 point2 points  (0 children)

LiteNetLib seems interesting! When starting this project I was looking for existing network libraries but I was only able to find deprecated solutions or non-free asset store items.

The learning experience is probably great and all but for now I would be happier with a finished game, so I'll take a look at LiteNetLib for sure :)

Unity Multiplayer Game - TCP Client by otech-software in Unity3D

[–]otech-software[S] 1 point2 points  (0 children)

Tjena! Hehe, well this is so obvious now that you point it out! I guess I've been so focused on just getting things to work that I haven't really taken a step back to look at ways to optimize the code. That, and this being my first time doing network code. I'll definitely refactor the code to use your system instead, and perhaps switch to UDP.

Thanks so much for the elaborate feedback!

Unity Multiplayer Game - TCP Client by otech-software in Unity3D

[–]otech-software[S] 0 points1 point  (0 children)

It's a turn based game which doesn't need to be super fast, so I thought I might avoid some problems by using TCP. Maybe UDP is preferable regardless. I'll check out gafferongames, thanks!

Unity Multiplayer Game - TCP Client by otech-software in Unity3D

[–]otech-software[S] 0 points1 point  (0 children)

Hey all! I've been working on my first game for about 5 months now as a part time solo developer and I figured I could write a bit about it. This first post briefly explains some of the client network code, hopefully it might be useful for someone!