Publisher | CodeBison Games |
---|---|
File size | 23.67MB |
Number of files | 117 |
Latest version | 1 |
Latest release date | 2018-12-19 10:53:08 |
First release date | 2015-12-10 10:45:19 |
Supported Unity versions | 2018.4.2 or higher |
Net Rewinder is a server side hitbox rewinder / lag compensator for use with any networking library. It focuses on doing only one thing, and doing that one thing simply and well. You can use any representation of hitboxes you want, any networking library, and any hit detection routines you want. One function call rewinds hitboxes (your selected transforms) to exactly where they were at the time you specify. You can run whatever tests you want against them, and then restore them to their original positions with another call.
Features:
* One-button setup for most use cases
* One-call hitbox rewind
* One-call hitbox restore
* Full source code included
* Use any hitbox system
* Zero update allocations
* Supports 2D and 3D - anything with a transform can be rewound
* Preview demo scene with commented code
* Works with any network library (UNet, Photon, Bolt, Forge, etc)
* Works with UFPS and other FPS frameworks.
Links:
* Webplayer demo
* Support Forum
* Documentation
Note: This asset requires some programming skill to use effectively. Hitboxes themselves are not implemented in Net Rewinder. This is to allow you to use whatever hitbox implementation you want (eg UFPS). This asset simply (and I mean simply!) takes care of rewinding so you can do server-side hit checks for networked FPS and other fast-paced network games.
Features:
* One-button setup for most use cases
* One-call hitbox rewind
* One-call hitbox restore
* Full source code included
* Use any hitbox system
* Zero update allocations
* Supports 2D and 3D - anything with a transform can be rewound
* Preview demo scene with commented code
* Works with any network library (UNet, Photon, Bolt, Forge, etc)
* Works with UFPS and other FPS frameworks.
Links:
* Webplayer demo
* Support Forum
* Documentation
Note: This asset requires some programming skill to use effectively. Hitboxes themselves are not implemented in Net Rewinder. This is to allow you to use whatever hitbox implementation you want (eg UFPS). This asset simply (and I mean simply!) takes care of rewinding so you can do server-side hit checks for networked FPS and other fast-paced network games.