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[Feature] New Unity Networking #126

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martindevans opened this issue Oct 30, 2018 · 4 comments
Open

[Feature] New Unity Networking #126

martindevans opened this issue Oct 30, 2018 · 4 comments

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@martindevans
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Unity has announced that they are deprecating UNet and are replacing it with a new Networking system (currently released in preview). We should support this.

@pana-cc
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pana-cc commented Sep 17, 2020

Unity now have Pipelines. So they can be used to create a reliable and unreliable channels for control packets and audio packets. We now have to wait a little bit for Unity to figure out how to provide common plugin mechanism for network traffic multiplexing and demultiplexing. Right? At my company, I did a homegrown networking stack on top of the bare UDP Unity provides and Dissonance works fairly well. It has been since Oct 2018, and we still can't add Dissonance with a drag and drop to a client-server type application with the new transport.

@martindevans
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Unity now have Pipelines.

I just read the documentation on these and they look quite promising. I think all that's left for a drag-and-drop Dissonance integration would be some way to inject packet handling into the m_Driver.PopEventForConnection event loop automatically (preferably some way to register a handler for packets on a given pipeline so the event loop never even sees them).

It has been since Oct 2018

It has been a while. We've held off on it because thigs like pipelines and event loop handling are missing. Of course we could work around those, but we've also not had a huge amount of interest in this feature request!

@Karstenx1971
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Its really time for this, thanks

@martindevans
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We released an integration with support for the new Netcode For GameObjects in November. That's half of the new Unity networking packages covered.

I'll leave this issue open since we don't support the Unity Transport.

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