Search Unity

Unity 5 new network features (UNet)

Discussion in 'UNet' started by MacStanley, Mar 6, 2015.

  1. MacStanley

    MacStanley

    Joined:
    Jul 18, 2013
    Posts:
    118
    Hi there,

    I have been waiting for Unity5 to be released for a long time. Now that it has been released I just noticed that the new network features (
    ) dont seem to be implemented. Maybe I am wrong, but I can not find them as a component.

    Can anyone please confirm or provide additional information about the new network features release?

    Thanks for your help :)
     
    tobad likes this.
  2. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    It's being developed and is in alpha at the moment. It looks very promising and you can expect it in a future 5.x release.
     
  3. Khazzack

    Khazzack

    Joined:
    Sep 27, 2013
    Posts:
    29
    Don't quite see why the "alpha" isn't released now so we can start using it :D As it seemed to work fine when you showed it off last year ;) And then update it as Unity versions updates. Just gotta be patient I guess :'/
     
  4. HappyLDE

    HappyLDE

    Joined:
    Apr 16, 2014
    Posts:
    56
    I want this so bad xD
     
  5. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Because it might suddenly start formatting your hard drive and make people cry who expect full MMO support with one button click.
     
    raja-bala, Pecek, Stephen_O and 5 others like this.
  6. Mabenan

    Mabenan

    Joined:
    Feb 7, 2014
    Posts:
    132
    made my day
     
    jonkuze likes this.
  7. forcepusher

    forcepusher

    Joined:
    Jun 25, 2012
    Posts:
    227
    It will support Windows Store Universal apps right ?

    Right now i'm kinda stuck with no networking, so debating if I should start developing my own Unity networking framework based on WebSockets support from BestHTTP plugin, but TCP for a fast-paced game ain't a best solution.
    (Photon won't cut it. Way too much limitations and costs quite a lot.)
     
    Last edited: Mar 15, 2015
  8. gsus725

    gsus725

    Joined:
    Aug 23, 2010
    Posts:
    250
    Alpha usually means the system isn't in a functional enough state to be used
     
  9. Whippets

    Whippets

    Joined:
    Feb 28, 2013
    Posts:
    1,775
    Beta can't come soon enough
     
  10. tswalk

    tswalk

    Joined:
    Jul 27, 2013
    Posts:
    1,109
    I was hoping that uNet would become open-source like UI, Katana, NUnit (et al.)that Unity has put up ...

    any chance this will happen? :D
     
  11. Whippets

    Whippets

    Joined:
    Feb 28, 2013
    Posts:
    1,775
    Who knows. It's been quiet since Unite 2014. We could definitely use a dev to come along and restart the hype train.
     
  12. Khazzack

    Khazzack

    Joined:
    Sep 27, 2013
    Posts:
    29
    Hilarious >_>
     
  13. Spacedawg

    Spacedawg

    Joined:
    Mar 30, 2015
    Posts:
    3
    Any chance of a rough ETA for UNet functionality arriving to personal edition? are we talking weeks? months? This is important for project planning for many of us as you can imagine. Any rough estimate would be greatly appreciated.
     
    Whippets likes this.
  14. Whippets

    Whippets

    Joined:
    Feb 28, 2013
    Posts:
    1,775
    A rough guesstimate would be great. Could be in the RoadMap, but that's not public yet
     
    Spacedawg likes this.
  15. BFGames

    BFGames

    Joined:
    Oct 2, 2012
    Posts:
    1,543
    A rule of thumb i always use is to never put unreleased projects/software into your planning. Even if you have a date it might 1. be pushed back for a looong time or be buggy as hell for a long time 2. Not even be as good as you expected it to be.

    But thats just me :)
     
  16. forcepusher

    forcepusher

    Joined:
    Jun 25, 2012
    Posts:
    227
    Need more posts! Earlier they blogged that it's gonna be available in 5.x release cycle.
    More info pls.
     
    Whippets likes this.
  17. jonkuze

    jonkuze

    Joined:
    Aug 19, 2012
    Posts:
    1,709
    Does anyone know if UNet will support WebGL? I'm currently using Photon Networking, but i'd rather use something built by Unity if it's much better than their last Networking Solution that I always heard horrible things about.
     
  18. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    9,406
    jonkuze likes this.
  19. jonkuze

    jonkuze

    Joined:
    Aug 19, 2012
    Posts:
    1,709
  20. jpthek9

    jpthek9

    Joined:
    Nov 28, 2013
    Posts:
    944
    Yes! I think they'd do it right by allowing for customized servers instead of just routing data through itself and increasing latency.
     
  21. HappyLDE

    HappyLDE

    Joined:
    Apr 16, 2014
    Posts:
    56
    When we get it?
     
  22. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    5.1 as far as I know, which is in closed beta and soon open beta (available to pro users first). If stable, it'll move to general release. Please keep an eye on announcements, the Unity twitter feed and blog for more info. There's a few past blogs explaining the roadmap for UNet as well.
     
  23. Puhree

    Puhree

    Joined:
    Sep 3, 2014
    Posts:
    3
    For those who missed it, UNET is available in a beta release now, unfortunately for pro users only. Although I would be happy to purchase a one month trial or something twelve month subscription just doesn't calculate for me right now. I hope this goes to general release quickly. Can't wait to test it!
     
    511 and forcepusher like this.
  24. Tony-Lovell

    Tony-Lovell

    Joined:
    Jul 14, 2014
    Posts:
    127
    Will the API eventually expose Server and Client connections as separate objects rather than static singletons, so that a node can, for instance, be a client to a server AND a server to clients? My game concept is one of sea battles involving scores of ships, each ship having with scores of sailor/players who have a first-person perspective on the proceedings. It REALLY lends itself to player machines being Sailor clients to Ship Nodes which, in turn, are clients to a Sea Server. That is, the my Ship Nodes would have to be clients to the Sea Server AND be servers to the Sailor Clients. As far as I can see, your model's top-level presentation, only, seems to make this sort of architecture impossible.

    Also, I like the cloud-based relay servers, but wonder will there ever be a means to have true cloud servers can run game logic? The present model seems to require that one player be the "host", and this means the world disappears when that player goes to bed or loses heart in the game. It would be utterly fantastic if my Sea Servers and Ship Nodes could be entirely managed in the cloud, and yet I could rely on learning one networking code base that fits nicely right onto my end-user distributables.

    tone
     
  25. JeremyUnity

    JeremyUnity

    Joined:
    Mar 4, 2014
    Posts:
    147