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Heck, there is literally no builtin solution for networking. There is a HTTP client, sure, but if you want any sort of realtime multiplayer, you have to use eit
by kroltan 5y ago
Heck, there is literally no builtin solution for networking. There is a HTTP client, sure, but if you want any sort of realtime multiplayer, you have to use either a separately-billed paid third party, roll your own from sockets directly (good luck supporting WebGL), or use a community-maintained version of the deprecated networking system which frankly is not very good.
- gnulinux 5y ago> roll your own from sockets directly (good luck supporting WebGL) I'm sorry (not experienced in graphics) but why would you need WebGL for a multiplayer? Can't you have a normal 3D renderer that has a connection to server?
- SXX 5y agoBy "WebGL" they meant build of their game for web browsers that Unity let you create OOTB. So if your game is cross-platform and also support playing it in browser you have a problem: sockets that you can use elsewhere wont work in browser.
- deleted 5y ago[deleted]
- kroltan 5y agoSorry, the Unity crowd calls the browser target "WebGL". Yeah it's a bit silly but such is life. It's not that you need to care about WebGL-the-technology for your networking, but that there are no provided tools to use, say, WebSockets, when creating games that will run on the browser. Sure, you could use WebSockets through JS interop and create your own socket library encapsulating that, but it's hella annoying.