#Seeking Guidance on Implementing Unity's Netcode for Entities with a Non-Unity Backend

1 messages · Page 1 of 1 (latest)

nova oyster
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Hello Unity community,

I'm currently working on a project using Unity DOTS for game development, and our team has run into a bit of a conundrum. Our game's backend is not built with Unity, but rather is a standalone server running Go code.

However, our current Go backend does not have any foundational network synchronization features implemented yet, such as latency compensation and client-side prediction.

Considering this scenario, I am contemplating the need and the advantages of learning and implementing Unity's Netcode for Entities. I understand it provides a robust solution for network synchronization tasks, including features like latency compensation and client-side prediction. But as our backend does not involve Unity, I'm unsure how to proceed.

My questions are:

Given our current situation, would learning and implementing Unity's Netcode for Entities be beneficial?
If yes, what are some good resources or steps to start learning and integrating Netcode for Entities, keeping in mind our non-Unity backend?
If not, what alternatives would you suggest for implementing network synchronization, latency compensation, and client-side prediction with our Go backend?
Any insight, advice, or resources you can share would be greatly appreciated. I'm sure others in the community could benefit from this discussion as well.

Thank you in advance for your help!

signal flare
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netcode for entities doesn't make sense with a backend that isn't unity - it basically requires the same simulation to run on both server and client
you would be pretty much rewriting your entire project

finite zinc
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If you are open to partially using Unity as backend proxy you can do the following:

  • Unity client
  • Unity backend (for netcode and synchronization)
  • Go backend (for RPC driven logic, to be called from Unity backend)

I know few games that do this but mostly for non-game logic such as Account, Social, Inventory, Microtransactions, etc