Netcode for DOTS research
Latency:
- Handles latency reasonably well for most small- to medium-scale games Consistency:
- Good for most gameplay, only high latency scenarios can be hard Scalability:
- Works well for moderate player counts, but scaling to massive multiplayer worlds can be challenging. Security:
- Netcode for GameObjects does not include anti-cheat measures it’s a networking framework, not a security system. Costs:
- Free to use with Unity, though server hosting and scaling can add extra costs.
sources
- Latency: (https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.5/manual/latency-performance.html)
- Consistency: ...
- Scalability: (https://docs.unity3d.com/6000.2/Documentation/Manual/multiplayer-overview.html)
- Security: (https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.5/manual/basics/connection-approval.html)
- Costs: (https://www.reddit.com/r/Unity3D/comments/y3ltip/is_unity_netcode_for_gameobjects_free/)
Features
Object spawning ensures consistency:
- Creating objects on the server makes sure all players see the same thing. Network prefab handler ensures consistency:
- It makes sure the same prefabs are used on the server and all clients, so everyone sees the same objects. Object pooling reduces latency:
- A feuture that reuses networked objects instead of creating and destroying them each time, improving performance and reducing lag. Object visibility ensures scaling:
- Controlling which objects each player sees helps the game run smoothly as more players or objects are added. Deferred despawning reduces latency:
- Delaying the removal of objects avoids network delays and keeps gameplay smooth.