Shard War: Netcode for GameObjects
Shard War » Devlog
I decided the prototype could use a little realtime magic!
Having previously used Mirror/FishNet I decided to take a small risk and try out Unity's newest multiplayer solution: Netcode for GameObjects
Opinion: it's pretty good, I was able to get my own realtime relay server working within a few hours, and have got the core battle system working with 2 players, and simple matchmaking.
The unity transport protocol only works with sockets, but there is a web-socket implementation which I will give a go at implementing soon.
Some gotchas that tripped me up:
- If using an external hosting solution, have the server listen on 0.0.0.0, it will bind to all available addresses on the target machine and then you can just connect to the public, internet facing IP as usual.
- On the server set the Application.targetFrameRate = 30; to stop it eating all your CPU resources.
Check out the latest build for a preview of the multiplayer, it still has a fair few bugs but is definitely playable :)
Files
ShardWar-Prototype-Windows.zip 36 MB
Nov 28, 2022
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Shard War
Elfs, Druids, Dwarves and Knights, oh my!
Status | In development |
Author | SQUAX Commander |
Genre | Strategy |
Tags | 2D, autobattler, Multiplayer |
Languages | English |
More posts
- Shard War: New Fighter Companion Unit, WarriorDec 03, 2022
- Shard War: Champion MinionsDec 02, 2022
- Shard War: New BG Art and UIDec 01, 2022
- Shard War: New Dwarven ChampionNov 27, 2022
- Shard War: VFXNov 27, 2022
- Shard War: UI improvementsNov 25, 2022
- Shard War: Multiplayer AdditionNov 23, 2022
- Shard War: Dev Blog and Protoype ReleaseNov 22, 2022
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