playMaker

Author Topic: Unity 5 Networking  (Read 1237 times)

3d_Artist1987

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Unity 5 Networking
« on: March 17, 2016, 01:25:25 AM »
Hi,

Any roadmap for Unity 5 Networking (unet) ?

jeanfabre

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Re: Unity 5 Networking
« Reply #1 on: March 17, 2016, 01:52:43 AM »
Hi,

I am on this already :)

You can follow progress on the related github repository
https://github.com/jeanfabre/PlayMaker--UnityLearn--Network-Game-Lobby-beta-uNet_U5_3

It's very very early, but :

-- I have already the Standard Network Asset Lobby system plugged ( it's a convenient set of prefabs and scripts that deals with the lobby, connecting users, with a name, color and joining the game, very handy to dive right into the core of your game rather than waisting time with everything else)

-- Fsm Variables are synchronized ( server -> Client )

Next will be sending rpc events as PlayMaker events and all the custom actions and global events necessary to control and be aware of the various network status.

Once the core is done, I'll port the Tank Networking demo, right now, it will be the asteroid demo which is enough to dive into all this.

Big Thanks to Aaron3d for allocating resources to make it move forward.

Bye,

 Jean