Open jonlab opened 8 years ago
It's worth looking into. The new system does have a lot of conveniences including much more flexible data synchronization. You can declare arbitrary variables and structs as synchronized in a way you couldn't do before. Porting is non trivial though, there's a lot of new stuff. One of my students has been updating our cave cluster code to the new system and it'll be much better, but it's a little work.
On December 5, 2015 1:42:03 PM EST, Jonathan Tanant notifications@github.com wrote:
Unity has a new networking system and so the previous system, that we use, has been deprecated.
From the Unity doc : "Unity 5.1 has a new and improved Networking system with more flexibility and power than the networking system provided in earlier versions of Unity. It has a lower level NetworkTransport class which is a thin layer above basic sockets and then higher level components which add more useful multiplayer features."
Do we need to switch to the new system ?
Reply to this email directly or view it on GitHub: https://github.com/jonlab/NewAtlantis/issues/27
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Yes, I'll have a look at the new system. And then next step for me on this is to properly encapsulate the Network synchronization features in the current version so we can switch painless to the new system.
Sounds great but I guess if we do it, it should be done sooner rather than later.
I am still looking at if we should upgrade or no. In the long term, I would say yes, but this is some work, so I am still thinking.... Ben, you tested it, did you see any changes in the performance of the new system on your clustering system ? As I can see there is now interpolation, does it work well ? (I bet that this is a "poor man" dead reckoning). We have no really big needs, just Transform synchronization, RPCs and, dynamic network objects instantiation (with a dynamic NetworkView and ID (or the equivalent in the new system) attachment).
I think it may help with some of the sync issues. it is a very different system so this will take some work to do, since the network code is so fundamental. one thing that's different is that it seems to want you to always spawn from the server, rather than instantiate locally and connect by setting the networkID. I wonder how that works with asset bundles though.
Unity has a new networking system and so the previous system, that we use, has been deprecated.
From the Unity doc : "Unity 5.1 has a new and improved Networking system with more flexibility and power than the networking system provided in earlier versions of Unity. It has a lower level NetworkTransport class which is a thin layer above basic sockets and then higher level components which add more useful multiplayer features."
Do we need to switch to the new system ?