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dogles | 3 years ago

One thing that wasn't mentioned: (realtime) multiplayer. What's the story here for Unity these days?

There's still a lot required in Unreal to implement things like bullet or projectile latency-correction unfortunately, but the base infrastructure they provide here is huge. Last I used Unity, there was essentially nothing. There were some third-party things but nothing you'd ever want to use in a shipping multiplayer game that isn't turn-based.

Has anyone actually shipped a multiplayer (not turn-based) game with Unity that doesn't regret the decision?

discuss

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anonymoushn|3 years ago

I'm aware of some fighting games in Unity. These are real-time games but by convention they derive game states from sequences of input states from the players and use time travel to amend entire estimated game states (rather than e.g. estimated positions of individual objects). These games still face some unnecessary trouble imposed by Unity: it's not possible to handle all inputs and networking on a thread that's entirely separate from the thread that does rendering.

pelorat|3 years ago

The networking in Unity is still terrible. Unreal is of course better but still not good enough out of the box. When Riot developed Valorant they had to rewrite the networking code to be more like Quake and Source.