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EntityNetworkingSystems

A networking framework for Unity.

I have tried many different networking systems for Unity. None have come to my liking so I will be coming together, to make one that seems to work.

I am mainly using this for my project at https://epocria.net

Documentation

Important Features

  • Packet Sending Backbone (Complete)
  • Instantiating/Destroying GameObjects over the network (Complete)
  • Player authority over an object. (Complete)
  • Network Fields, automatically get synced. (Complete)
  • RPC with Arguments (Complete)
  • Steamworks Integration (Sort Of/In Progress)
  • Higher Level Methods. Kicking/Banning/Etc. (Soon)
  • EntityNetworkingSystems Namespace (Complete)
  • Documentation (Always being worked on)
  • More Here
  • InputWorker, manages input over the network (Complete)

Extras

  • Buffered Packet Culling (Complete)
  • NetworkField's will automatically convert Vectors/Quaternions to Serializable Variants. (In Progress oh yeah!
  • Prefab Domain Templates (Complete)
  • Generic Type Parameters for NetworkFields (Complete)
  • On Unity Asset Store (Last)

Contributing & Discord

Contributing in anyway possible means a lot. If you see something you can improve, something you want added, or just want to do some documentation make a branch then let me know through GitHub when it is ready! As well as if you want to communicate with me, I am using this for my game "Epocria" which has a Discord server I can be contacted through: https://discord.gg/vkxmjrx

Requirements & License

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A networking framework for Unity.

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