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
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.
Don't quite see why the "alpha" isn't released now so we can start using it 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 :'/
Because it might suddenly start formatting your hard drive and make people cry who expect full MMO support with one button click.
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.)
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?
Who knows. It's been quiet since Unite 2014. We could definitely use a dev to come along and restart the hype train.
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.
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
Need more posts! Earlier they blogged that it's gonna be available in 5.x release cycle. More info pls.
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.
yes, saw it mentioned here: http://forum.unity3d.com/threads/unity-network-any-plans-in-webgl.314610/#post-2045023
Thanks so much! That's nice to know... now if Unity starts hosting a Cloud Based Service like Photon Cloud then that will be interesting and exciting news.
Yes! I think they'd do it right by allowing for customized servers instead of just routing data through itself and increasing latency.
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.
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!
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
Hi Tony, We are actually working on something similar to what you're asking for. We are calling it Simulation Servers, but in the end we intend to host game code you develop in the cloud. We briefly go over this at http://blogs.unity3d.com/2014/05/12/announcing-unet-new-unity-multiplayer-technology/ I'm afraid I don't have anything to announce as far as scheduling goes but i hope that helps.