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Unity3d UDP networking library focused on high-CCU, multi-server architecture.

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MassiveNet

Unity3d UDP networking library focused on high-CCU, multi-server architecture.

MassiveNet will be somewhat familiar to those who have used Unity's built-in networking or uLink.

Some of its features and design goals include:

Actor-like messaging and synchronization via NetViews.
Easy RPC definition using the [NetRPC] attribute.
Automatic network LOD/culling for NetViews, a crucial feature for large CCU games.
Build large, open worlds with support for seamless client/NetView movement from server to server.
Network instantiation of NetViews through tagged prefabs. (@Owner, @Proxy, @Peer, @Creator)
Out-of-the-box serialization for common C# and Unity struct types.
Supports serialization of custom types via delegate registration.
Incremental synchronization of NetViews to avoid resource spiking.

Getting Started

View the GitHub wiki for an overview of MassiveNet's core concepts, then check out the examples.

To get up and running quickly, grab the latest unitypackage from the release page:
https://github.com/jakevn/MassiveNet/releases

Contribution

Community participation wanted!

Please submit ideas, bug reports, etc. to the issue tracker or submit a pull request.

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Unity3d UDP networking library focused on high-CCU, multi-server architecture.

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