I want to create a multiPlayer online game with unity but unity networking class isn't efficient.
Is it anyway for using RakNet in unity instead of UN(unity networking API)?
and how can I use it in c# ?
If i recall correctly RakNet is already being used by Unity by default but uses the networking class as a kind of wrapper for the RakNet API.
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I need help! My question is, Can I use Flutter to create UI for game engine(buttons, color pickers, outliner, inspector like in Unity, Godot or UE ...)? Game Engine is written in C++ and uses OpenGL.
If Flutter can't be used in Game Engine, what is alternatives?
please select one game engine. Godot, Unity, Unreal and co are very different and implementations will probably vary. And chances are it won't work at all.
Use a standard implementation as high-level programming (especially with such advanced engines) often comes at the cost of compatibility with other libraries that are built for vastly different purposes
I just started C++ lessons not so long ago because I am interested in game development. Obviously I am nowhere near creating my own game yet but I was reading some guides on game development and it was talking about Unity and how it makes game development a lot easier than having to code 100% of the game.
However, I also watched some tutorials on youtube regarding SFML which can also be used for game developing, what are the differences? and can you use both at the same time?
I have already started learning about SFML but Unity seems so much simpler to use.
Thanks in advance.
In theory yes, but it's not practical, so the real answer is no.
SFML provides access to basic APIs (OpenGL, OpenAL, OS APIs, FreeType 2, etc) which can be used to build complex applications on top, for example like an engine more in the direction of Unity (e.g. xygine, Nero Game Engine).
But since Unity already provides access to all the things SFML would provide, there's really no reason in trying to integrate SFML into Unity. Similar to how it wouldn't make sense to integrate the Unreal Engine into Unity.
If you really want to do it, you'd approach it similar to how #Programmer described it in the comments.
I usually using firebase for syncing every player for my multiplayer game but this time I can't because this time I want create a desktop game and firebase only support mobile.
can I use Gundb as alternative to store the player position and animation. and every client automatically syncing the data
#alucard555 yes, there is a very very simple example of a browser-based game (Asteroids in 250LOC!) that could work in a desktop app via Electron or something:
https://github.com/amark/gun/blob/master/examples/game/space.html
You can play the game (arrow keys to move, space to fire a shockwave, doesn't work on mobile or small screens) here:
http://gunjs.herokuapp.com/game/space.html
With regards to Unity3D specifically, you would need a JavaScript bridge. I myself have not done Unity3D development myself, but I have (?) heard (?) it supports JavaScript? Or some variant of it?
GUN by itself is plain vanilla JS, the only porting UnityScript may need is changing the default localStorage and WebSocket adapters (these are modular and can easily be switched out for something Unity supports).
However I do not have enough Unity3D experience to speak on this matter. (I just looked up Firebase's Unity support, and noticed that it is not JS based, it is C++. This may mean JS is incompatible with Unity?)
How to make Multiplayer Turnbased game in unity Photon Networking like Tic Tac Toe.How to assign Controls on runtime through Photon Network.Is it done by change the ownershipp o game object?
Have a look at the demo on https://doc.photonengine.com/en/turnbased/current/tutorials/memory-demo. It should be easily adaptable to your purposes.
Make sure that you use proper tool for turnbased game. PUN does not support turnbased apps currently. So you need dotnet Photon Client SDK. There is no concept of object or ownership in this SDK. Use events or room properties to synchronize game state.
Create a Turn Manager first, use either RPC or Custom Properties(preferably Room Custom Properties) to manage who is playing.
Switch turn using GetNext() (see https://doc-api.photonengine.com/en/pun/v2/class_photon_1_1_realtime_1_1_player.html)
Depending upon who is playing allow drawing 'O' or 'X' on the board and sync board's data with RPC or Custom Properties.
I am looking to extend an iPhone game by adding support for networked multiplayer capabilities (preferably over WiFi). How would you suggest I add this functionality to this application?
Game Kit can be used to add match making and network communications to your game.
Start with the Game Kit Programming Guide which has step-by-step instructions for many scenarios and lots of sample code.