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UNITY Unet vs old unity networking api

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3 comments, last by frob 8 years, 11 months ago

hi.

im migrating from unity 4.x to unity 5.1 and it said that new unity networking system is Unet and its more deppendant to componenets rather than scripts. as i searched about it i think its just a new framework that is based on old networking api. it has added much more functions for respawning player match making and... . in my game i just need a simple client server data connection.

i want to know does networking work in unity 5.1 like previous versions or it has changed. and how much you know about Unet and in new unity should i work with Unet and is it good to work or not. as developer conference said it helps make a quick multiplayer just by adding some component but as we dont know much deep about it its hard to make changes to it.

thank you for helping.

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I can't answer your question, but that's pretty cool to learn - I didn't know they'd dropped RakNet in Unity 5.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

If all you need to do is to talk to a server, you can use plain TCP (or UDP) sockets.
http://answers.unity3d.com/questions/22582/unity3d-and-sockets-c.html
enum Bool { True, False, FileNotFound };

If all you need to do is to talk to a server, you can use plain TCP (or UDP) sockets.
http://answers.unity3d.com/questions/22582/unity3d-and-sockets-c.html

It looks like Unity 5 has provided a fairly low-level abstraction, NetworkTransport, to avoid having to deal directly with C# sockets in this case.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]


i want to know does networking work in unity 5.1 like previous versions or it has changed. and how much you know about Unet and in new unity should i work with Unet and is it good to work or not. as developer conference said it helps make a quick multiplayer just by adding some component but as we dont know much deep about it its hard to make changes to it.

That's going to be strongly dependent on how your game is designed an how network flow works for you.

For a game that is handled entirely within Unity and follows their model closely, then they'll work well out of the box. The more different it is, the more work will be involved.

On the opposite end, if you're connecting to an existing game that already has a network protocol that has little to do with Unity, then you are probably best going with your own custom everything for networking.

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