#UniTaN - Keep your multiplayer alive for years

1 messages · Page 1 of 1 (latest)

quick swift
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Would you like to keep your players connected for extended periods without maintaining servers or using complicated services that require minimal networking tools?

UniTaN (provisional name) solves this by bringing the old-school LAN experience to the internet. It's 100% P2P and manages connections to offer a Host mode to maintain the integrity of secure games.

How does it work?

It uses HyperSwarm, a powerful and secure P2P service for direct connections. This allows it to stay ahead of UDP HolePouch and NAT Traversal.

How is it implemented in Unity?

While running in the background via NodeJS, it maintains secure communication with Unity through stdin and stdout. There are no exposed sockets, so the data flow remains secure within your instance, resulting in faster performance and even allowing you to run local tests with two instances without conflicts. Each instance will maintain its own NodeJS process and its own PeerIDs, so you don't need to use localhost. You'll achieve zero latency (1-2ms).

Does it only work on the same network?

No, that's where the power of HyperSwarm lies: it allows you to discover other peers and connect to them regardless of your location or connection type. Everything flows through the HyperSwarm network, which assigns you a unique peerID when you join a lobby (topic) and handles discovering and announcing other users in the same lobby. The connection will take between 3 and 12 seconds, depending on the connection strength, after which Unity will be ready to communicate. (Latency may vary.)

This project is currently experimental. Therefore, I will only share demos for network diagnostics. It will remain in personal projects until it is stable enough to share on AssetStore.

https://youtu.be/xycrX5v7N4c?si=Gd1MzVqM4TrFGFzK

Esto es uno de los proyectos que mas me siento orgulloso. Conseguir un proveedor para montar un servidor puede ser doloroso y costoso, y una vida corta hasta que decidas cerrarlo porque no puedes pagarlo por siempre, ni tampoco puedes tener tu dispositivo conectado 24/7.

Con UniTaN puedes escalar un P2P 100% automatizado en NodeJS, permitiéndo...

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quick swift
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New Test Here cmd
Using Protobuff was a priority for me, but along the way I found that if I want to handle very large worlds, I should opt for Burst, with some Delta techniques. I reduced the bitrate from 3-4KB/s in Position alone to 0.57KB/s, adding some interpolation and prediction. I created several profiles where the normal bitrate for player entities would be 10Hz, depending on the type of connection.

quick swift
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LAGGING?