I picked up Tnet 3 in the last Unity click frenzy, which was supposed to be a good solution with no service overheads but haven’t had time to look at it since.
Hi Dave and Michael,
At the time this course was released Mirror was built directly onto the standard multiplayer solution for Unity. It was the closest thing Unity had to a complete native multiplayer solution. As well, the combination of Mirror and Steam was entirely free. So students could complete the whole course without paying for any other services, or signing up for any free trials. This way students could have an entirely functional multiplayer game they could test with their friends just from paying for the course.
I’m curious as well, I have only worked with Mirror. I also wonder how the different options are affected by Unity’s constantly changing multiplayer solution.
I am also interested in this.
I have also bought TNet3 from the store, have played around a bit with PUN2 and now started the course with Mirror.
It would be very good if there was an analysis of each library and in which case should one be preferred.
I had never heard of SocketWeaver, until you brought it up here. Looking at it now, it’s probably a good solution, but I see it has a pricing structure. Mirror was used for this course specifically because it was free.
Do you have experience with SocketWeaver yourself? What about it do you like?
From observation so far, SocketWeaver works cross-platform:
Android, iOS, Windows, MacOS, and Linux.
Except… Web-based…
For someone who works for mobile, I personally think the pricing is attractive (without CCU limit).
Speaking of experience, I am actually having a look at the sample projects now. Will feedback more afterwards.
By the way, when you mention ‘Mirror’ is free, does it mean it is free to have it published in Steam?
Let say I need to enable multiplayer game in android (google play store), technically the hosting will cost, is it?
Perhaps I need to verify my understanding so far.
So there are 2 types of Mirror servers: Dedicated Server vs Host Server. The former needs cost to setup anyway. While the latter requires no external setup that costs.
@Yitzchak_Cohen
I would like to ask, in the case of ‘Host Server’, where one of the devices serves as the Host, does this work in both intranet and internet? Meaning, if one creates room as a host, is his opponent able to play with him with his own internet services? (not within the same LAN)
We don’t cover dedicated servers in this course, but there isn’t necessarily a cost there. There is an assumed cost if the dedicated server instance is running on a server, and you are paying for that server time. Theoretically that dedicated build could be on someone’s computer. On a networking level, it just means the Server isn’t also a Client.
Host Server, is the method we following in this course. Yes, this should work over LAN or internet. In the course we test it on the same computer to check if it works locally. Then we prototype through Steam to play over the internet. Typically the internet version is much more complicated because of security and firewalls, which is why a third party service like Steam is the best route.