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> Anyway, if you want a clearer picture why they decided to throw the packages away, I recommend reading the source and/or trying to use them. This isn't reall
by squeaky-clean 4y ago
> Anyway, if you want a clearer picture why they decided to throw the packages away, I recommend reading the source and/or trying to use them.
This isn't really a good excuse for why core features have been rewritten 4x without a production release and with no legacy version available for the latest engine.
You left out MLAPI from your link and the FPS Multiplayer Sample NetCode
https://docs-multiplayer.unity3d.com/netcode/0.1.0/getting-started/about/index.html https://docs-multiplayer.unity3d.com/netcode/0.1.0/getting-s...
https://github.com/Unity-Technologies/FPSSample https://github.com/Unity-Technologies/FPSSample
> Uhhhh? The package is literally right there.
I mean actually release it in a way that's stable for teams working on a game. Not "This package is available as a preview, so it is not ready for production use."
The current roadmap plan is for Netcode for ECS to reach production way after Netcode for GameObjects.
Bolt is not Unity Visual Scripting. It's extremely similar but that only makes it more confusing. Bolt is a separate asset which is still maintained, the last update was a month ago.
> develop a "vnext" tool while still supporting a "legacy" tool
Except their only production level multiplayer library, UNet is not supported anymore. There is no official way to make multiplayer Unity games right now that isn't a preview package or deprecated.