!!!!this is still a work in progress!!!!
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| | | |_ __ ___ _____ _ __ ___ __ _| | | \ / |_ _| | |_ _ _ __ | | __ _ _ _ ___ _ __ ) |
| | | | '_ \| \ \ / / _ \ '__/ __|/ _` | | | |\/| | | | | | __| | '_ \| |/ _` | | | |/ _ \ '__| / /
| |__| | | | | |\ V / __/ | \__ \ (_| | | | | | | |_| | | |_| | |_) | | (_| | |_| | __/ | / /_
\____/|_| |_|_| \_/ \___|_| |___/\__,_|_| |_| |_|\__,_|_|\__|_| .__/|_|\__,_|\__, |\___|_| |____|
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Read the docs please, currently found in the same place as this readme: https://github.com/theradest1/Universal-Multiplayer-2/blob/main/Docs.md
I forget to update this readme a lot, so check the docs/commits/releases for more up to date info
What this can do right now:
- UDP, TCP, and HTTP connections (works with all combinations other than only UDP)
- Host server directly from game (peer to peer)
- WebGL build (working status can change from commit to commit since it's not important right now)
- Transform syncing with one script (and a prefab)
- some cool optimizations:
- freeze when there isnt movement
- some cool optimizations:
- Automatic and heafty ID system for:
- clients
- objects
- variables
- Extremly chunky and flexible event system
- Two types of network variables:
- global are kind of like player prefs
- object based are linked to each object
- global methods (on connect, on player leave...)
- docs that I actually use and constantly improve
- auto client timeouts
- most settings are in the inspector for easy changes
- can be used for essentially every multiplayer genre
- network variable callbacks that get triggered on change
- really easy package based updates
- animation syncing
- quick network objects (for particle systems, bullets...)
What this will be able to do in the future:
- Dedicated server (might even be written in c++ in the future)
- Websockets: while http is great, its neither fast nor 2 way
- LOD-like transform update optimizations
- programming beginner's test info (for docs and simplification)
What this will be able to do far in the future:
- Voice chat (this might actually not be that far off)
- Encrypted messages for at least a lil security