Everyday Unity
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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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Network Latency Explained And How to Fix Latency Issues

High level description of client-server communication approaches. For more details you can check "Overwatch Gameplay architecture and netcode" video at GDC and "Peeking into Valorant's netcode" blog post.

https://unity.com/how-to/manage-network-latency

Refs: https://technology.riotgames.com/news/peeking-valorants-netcode
https://www.youtube.com/watch?v=zrIY0eIyqmI

#netcode
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Announcing new tools for multiplayer development | Unity Blog

Netcode for GameObjects and Entities, interesting net stats tools out of the box, and low level networking package. As well as a bunch of samples which sounds awesome.

https://blog.unity.com/games/multiplayer-networking-tools-launch-announcement

#netcode #network
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LiteEntitySystem: Pure C# HighLevel API for multiplayer games

Some of the features:
Lag compensation
Serialization of custom types (like strings,lists,arrays,jsons,etc)
Synchronized variables (with optional notifications on change)
Client-side prediction
Client-side spawn prediction (for projectiles)
Remote procedure calls (RPC) with compile-time checks
Client input system
Interpolation system
Delta-compressed state synchronization
LZ4 compression of initial world state

https://github.com/RevenantX/LiteEntitySystem

A sample: https://github.com/RevenantX/LiteEntitySystemUnityExample

#netcode
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MegacityMultiplayer: Megacity Multiplayer is an action-packed, shooter game based on the original Megacity sample. It leverages the power of Netcode for Entities for an immersive, multiplayer experience that can support 64+ players simultaneously.

Start-up times seem fun:
When going into the main scene, subscenes need to import: Up to 20 min
When going into the playmode, server world is created: Up to 30 min

https://github.com/Unity-Technologies/MegacityMultiplayer

#netcode #megacity
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ParrelSync is a Unity editor extension that allows users to test multiplayer gameplay without building the project by opening another Unity editor window and mirroring changes from the original project.

Gonna come in handy especially given the new template release: small scale competitive multiplayer.

https://github.com/VeriorPies/ParrelSync/

Template: https://forum.unity.com/threads/small-scale-competitive-multiplayer-template-now-released.1520044/

#netcode #editortools
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Choosing the right network model for your multiplayer game

A good starting point, with references for in-depth investigation, to help you choose the right network model for your game by going over the list of questions the author provides and high level descriptions

https://mas-bandwidth.com/choosing-the-right-network-model-for-your-multiplayer-game/

#netcode
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Use Multiplayer Play Mode to test multiplayer functionality within the Unity Editor.

It was released almost a year ago, but I missed the announcement back then. Now that I've decided to work on a small co-op prototype, I find this tool amazing—it saves a lot of time. I remember how inconvenient it was to test a multiplayer game when I was working on my first multiplayer project around the time UNet was still relevant (8–9 years ago, if I'm not mistaken). To test it, I had to build a standalone version first, which took some time. Now, running multiple windows in Play Mode makes the process much faster.

Unreal Engine has had this functionality out of the box for a while, and I really liked it when I was creating another prototype to get acquainted with Unreal some time ago. So I'm very happy that Unity now offers the same functionality. Definitely recommend it if you're working on a multiplayer game.

https://docs-multiplayer.unity3d.com/mppm/current/about/

#netcode #multiplayer
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Netcode for GameObjects 3.0.0 is now available

It is preparation for Unity’s shared Netcode stack: Netcode for Entities 7.0 becomes a hard dependency, Unity 6.7 is the minimum supported Editor

The interesting caveat: NGO does not actively use Entities yet. So the dependency and migration surface arrive before the feature payoff.

https://discussions.unity.com/t/netcode-for-gameobjects-3-0-0-is-now-available/1736792

#unity #netcode
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