Publisher | OnlineObject |
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File size | 53.14MB |
Number of files | 506 |
Latest version | 1 |
Latest release date | 2024-11-25 09:50:17 |
First release date | 2024-03-06 07:44:13 |
Supported Unity versions | 2018.4.2 or higher |
ObjectNet is the easier Multiplayer System for Unity.
ObjectNet is an event system multiplayer solution designed to be easy and simple and can be used on any type of project without any limitation on CCU, Servers, Players, or anything else.
ObjectNet can be used on new and existing projects, with just a few clicks you can see your multiplayer game starting to work without the need to change any asset or code in your project.
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The painful process of creating or including multiplayer on your game can be scary or incomprehensible even for experienced programmers, ObjectNet arrives to fill this lack providing a bunch of tools to allow anyone to create their own multiplayer game.
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▣ Feel free: No CCU Limits, no quotas, no ties. You can create as many games and instances as you wish.
▣ No linked services: Store your server wherever you want, Amazon, Azure, Vultr, Custom, Lan, no matter where.
▣ Windows and Linux: Build your server to run on Windows or Linux instances and store it in any cloud service that you wish.
▣ Easy and Simple: Just drag NetworkPrefab to your scene and configure a few steps to see your multiplayer working.
▣ Events Based: There are no transversal dependencies, each event is responsible for doing one thing in the game, you can trace, debug, and locate everything.
▣ Automatic Synchronization: Synchronize movement, scale, rotation, animation, particles, etc ( with just a few clicks )
▣ Flexible Server Strategy: With just one click you can change from LAN, Embedded, Relay, PeerToPeer, or Authoritative server ( No code changes required ).
▣ Transport System: Choose between ObjectNet and Unity, or create your transport system.
▣ Scalable: With few resource requirements you can run on a small server and grow according to your demand.
▣ Focus on your mechanics: ObjectNet will handle spawn, despawn, synchronization, and all tedious and common aspects of each multiplayer game.
▣ No Cheats: Use authoritative server and Remote Input controls to leave your game free of cheating.
Main Features
- Proprietary transport system
- Unity transport system can also be used
- Create your transport system
- Bi Channel
- Reliable and Unreliable delivery system
- Auto Spawn/Destroy objects
- The system will detect when objects are created or destroyed and keep everything synchronized( Movement, Rotation, Scale, Animation, Particles, etc... )
- Remote Input Controls
- Make cheaters crazy by sending player input only and processing everything on the server.
- Movement Prediction
- Embedded movement prediction
- Create your custom movement prediction
- Multiple working modes
- Embedded Server: Any player can host a game.
- Relay Server
- Peer to Peer
- Authoritative Server
- Remote methods execution
- No exclusively RPC calls and no annotations, you can dynamically select if your method will be executed locally, on the server, on all clients, or let the system decide for you depending on your gaming mode.
- Lobby System
- Embedded lobby system
- Login
- Embedded login system, you can validate against everything that you wish.
- Encryption
- Optional Encryption System. You can encrypt messages using embedded encryption or create your algorithm to encrypt and just plug it in.
- Smart Changes Detection
- The system will update things only when changes occur and ensure that this change was propagated correctly using a smart detection system, this will reduce the amount of data sent and received.
- Variables Synchronization
- Synchronize variables without any code changes on NetworkBehaviour scripts
- Receive a callback when a variable changes its value
- This provides a powerful tool to update clients without creating large blocks of code.
- Custom Data Stream
- Send and receive complex data structures by creating your data streams.
- Custom behaviours
- Create custom behavior to synchronize any data between players and servers.
- And much more.....
Low Intrusive
You can use it on your new project or into your existing game, ObjectNet is the less intrusive solution for multiplayer gaming. For simple games, almost no code changes are required, for more complex games a certain level of change may need to be required.
Intuitive UI
A simple and clean UI System can guide you on each aspect and feature of ObjectNet.
Adaptative
Inherit your MonoBehaviour scripts from NetworkBehaviour and all network features will be available to your classes.
High Isolation Level
You can run methods for Active and Passive objects separately.
Agnostic
Create any type of game, ObjectNet is not tied to your game logic, you can implement any type of game using ObjectNet.
- FPS
- Cooperative
- Racing
- Card Game
- Etc...
Rich Manual
A pretty rich manual is available online to solve any question ( Online Manual )
Full Documented API
All classes, methods, and attributes are fully documented through a public API Document ( API Documentation )
Detailed Example Scenes
24 Examples of scenes with the main features ready to use.
Note: ObjectNet is a multiplayer solution that works independently of the render pipeline, nonetheless, the examples were created using Universal Render Pipeline ( URP ) and another extra package was provided to convert materials into Build In Render Pipeline.
Multiple Platforms
Windows, Linux, MacOS
Android
IOS
Xbox
Nintendo Switch
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ATTENTION
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WebGL is not natively supported, to use ObjectNet on WebGL projects you need to create your web-socket transport system or use an existing one.
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