Is using netcode for entities a good idea for an fps game with max like 10 players at once? I am not really worried about performance since the game is really small scale and graphically undemanding, but I am considering netcode for entities because of the premade prediction for it and unity also recommends it. Netcode for entities also seems really challenging, even though I have coded for around a year on unity so I am a bit scared, do I have reason to be? Would making a prediction system for game objects be easier and simpler to maintain?
#Netcode for entities for a really small-scale shooter?
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The problem is that the default physics engine PhysX is not deterministic. If your shooter doesn't rely on physics then you can use NGOs Anticipation System
https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.5/manual/advanced-topics/client-anticipation.html
Learning DOTS is indeed challenging. But if you need the game to be competitive, then N4E is the way to go. Or you could check out Photon Quantum, which uses its own custom physics
Thank you!
Is there a way to use a deterministic physics engine with NGO?