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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.