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I wonder if there really is that many people using Unity to build MMORPGs. Especially now that Unity has deprecated their only networking stack in favor of a (n
by fxtentacle 6y ago
I wonder if there really is that many people using Unity to build MMORPGs. Especially now that Unity has deprecated their only networking stack in favor of a (not yet existing) future replacement. But the Unity asset store is also full with MMORPG related things.
- BorisTheBrave 6y agoThere's a lot of new gamedevs who decide they want to build an MMO. They never succeed, but this would be useful to them.
- makkesk8 6y agoThere's an open source replacement [1] for UNET that's been improved. [1] https://github.com/vis2k/Mirror https://github.com/vis2k/Mirror
- valkyrienyanko 6y agoMirror does not support UDP and does not go well with headless servers iirc
- moksly 6y agoAlbion Online is build with unity. It’s basically Eve Online in a fantasy more newbie friendly setting with league of lengends styles combat, ARPG styles solo PVE, 20 man raids, and, mining that’s actually fun. Works pretty well, even in massive fights with hundreds of people involved. Frankly handles the MMO part of things better than most MMOs.
- dukodk 6y agoA good video of it from 2016 https://youtu.be/x_4Y2-B-THo https://youtu.be/x_4Y2-B-THo
- golergka 6y agoYes, professionally I see a lot of commercial MMO projects targeting Unity as a client. It's network stack was never intended for MMOs anyway, it was always targeted for client-hosted session-based games with very limited scope.
- valkyrienyanko 6y agoThe boilerplate uses ENet for the game server, I tried using Unity's networking solutions earlier but found out the hard way that those were really only mean't for P2P and LAN (imo). ENet provides a middle line between reliable and unreliable packets making it perfect for MMORPGs. You want to send a packet that a player shot a bullet? Use reliable. You want to send position updates? Use unreliable.