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Unity example use broadcast to send discovery connect , it works when first connect. But after one or more reconnect it doesn't not work no longer. Client send discover request and server received, …
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hi,
it would be great if deploy each transport [LitenetLib for example] as OpenUPM package :]
thanks.
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(I would post this as a discussion but it doesn't seem to be enabled for this repo.)
My understanding is most action games historically prefer some sort of reliable UDP, instead of TCP, because if …
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I have been testing LiteNetLib, Lidgren-gen3 and Lidgren-old (the one from Google Code) and Lidgren-old is beating the competitors by far... On my test I have 750 clients connected to a single server …
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Hello developers,
Currently on UrhoSharp 1.2.21 Network Events are not working as expected. I have tested the Chat Sample on both UrhoSharp and latest Urho3D from master branch, and here are the re…
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I tested ENet library with 2 clients located far from each other: TTL 53, Ping 280 and got maximum bandwidth of reliable packets about 2Mbps
With the same conditions I got about 9MBps with LiteNetLib…
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We should adapt the lobby protocol, the server and the client to allow playing over the lobby connection. This way lobby games do not need to have a proper port forwarding on the host, even if all the…
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console outputs:
```
[B]Bind exception: System.Net.Sockets.SocketException (98): Address already in use
at System.Net.Sockets.Socket.UpdateStatusAfterSocketErrorAndThrowException(SocketError err…
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Can you give a little details on how to do a lobby system in the dedicated server ? Do I need to implement the master-server from the assets store ? Because I see there is a lobby system for the local…
Clawf updated
3 years ago
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### Is your feature request related to a problem? Please describe.
現在のNeosは、IPv6での接続をサポートしていません。これは特にDualStack環境においてしばしば問題になります。例えば、日本のプロバイダの場合、NATパンチスルーを行う場合はIPv6前提での接続が求められ、IPv4ではステートレスネットワークのみ提供され…