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007xn1

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  • iDevice
    iPhone 12 Pro Max
  • iOS Version
    18.5
  • Jailbroken
    Yes

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  1. Category Feature Mirror FishNet NGO Description Column Maintance * * * How each column is maintained. See notes of each framework. General Topology Client-Server Client-Server Client-Server General Open Source Initiative OSI Other OSI Software license is approved by Open Source Initiative. Paid services may be available or even required for certain features. General Source Available Y Y Y Source code is available publicly and freely. General Long-Term Support N Y N Long-term support ensures framework stability by taking bug fixes from newer versions and including them into older LTS versions. General Roadmap Y Y Y A roadmap helps to see which features/changes are planned, sometimes with an ETA. General Update Stability N Y N Allows updates to be safely applied without needing to refactor code due to changes within the networking solution. General API Design Singleton Instanced Singleton Instanced API could allow a single executable to act as multiple servers, or allow clients to connect to multiple servers at once. Singleton API allows only one instance of the solutions core to run per executable. General Dedicated Server Y Y Y Whether it is possible to have a dedicated-server build, by setting the build target to "Dedicated Server" which is a built-in platform target in Unity. General Authority Server Server Server Does the client or server have authority over the game. Server authority is required for anti-cheat. Having server authority does not necessarily mean the framework does not also support client authoritative. General Listen Server (Host) Y Y Y Whether anyone can host a game for others while playing the game. The hosting player has a latency advantage and will have it easier to cheat. Hosting is not recommended for truly competitive play but fine for playing with friends or coop games. Connection Connection Approval Y Y Y Server has the option to validate connection attempts before allowing them to continue. Connection Allocation Free Transports N Y Y Having allocation free transports ensures less garbage collection and significantly better scaling. Connection WebSocket Transport Y Y Y Allows WebGL builds to connect as clients, although with additional latency due to WebSockets. Note: WebGL builds cannot be a server or host in general due to technical limitations of the platform. Connection Steam Transport Y Y Y Allows games to be played over the Steam network. Connection Unity Transport N Y Y Allows games to be played over the Unity transport and services. Connection Epic Transport Y Y Y Allows games to be played over the Epic Online Services network. Connection Oculus Transport N N N Connection Photon Transport N Y Y Enables the use of Photon Networking services. Connection Offline Transport (Single Player) N Y (Paid) N Allows games to be played offline without the need of an internet connection. Connection Multiplex Transport Y Y Y Allows a server to handle clients connecting from varying transports or platform types. Messaging Runtime RPC Settings N Y N Allows RPCs uses or settings to be changed at runtime through code, eg: reliable become unreliable, TargetRpc become ObserversRpc. Messaging Reliable RPCs Y Y Y RPCs which will be received and run in the order they were sent. Messaging Unreliable RPCs Y Y Y RPCs which are sent unreliably and may never arrive, or arrive out of order. Messaging Broadcast RPCs L Y Y Multiple objects/scripts can implement and run the broadcast RPC method, not just the script sending the RPC. Messaging Local RPCs N Y N RPCs which may also execute locally in addition to remotely. Messaging Buffered RPCs N Y N RPCs can automatically have their latest values since to newly joined clients. Messaging Client-to-Client RPCs N N Y Allows RPCs to be sent between clients in one method call. Note: this is still possible by sending a ServerRpc, which then relays to one or more clients; if the process is not automated by the framework it is not considered supported out of the box. Messaging Large Packets N Y N Allows sending packets that exceed transport buffer size without errors or loss of connection. This ensures the same transfer experience across all transport types. Messaging Data Batching Y Y Y Combines data into few packets as possible for more efficient networking and better performance. Synchronization Value-Type Variables Y Y Y Synchronizes value types. Synchronization Nullable-Type Variables L Y N Synchronizes nullable types. Synchronization Custom type serialization Y Y Y Allows developers to control what data is serialized with types. Synchronization Automatic type serialization Y Y N Networking solution can automatically create serializers for non-standard types, such as custom classes. Synchronization Custom Collections / Types Y Y Y Allows creation of custom types which act as serialized logic containers. Synchronization Fields Y Y Y Allows single variable types to be synchronized. Synchronization Timers N Y N Allows to efficiently synchronize and manage a count-down timer between server and clients. Synchronization List Collection Y Y Y Allows to efficiently synchronize list collections. Synchronization Dictionary Collection Y Y N Allows to efficiently synchronize dictionary collections. Synchronization Set Collection Y Y N Allows to efficiently synchronize set collections, such as HashSets. GameObjects Player Prefab Spawning Y Y Y Spawns a player prefab for connecting clients. GameObjects Auto Prefab Detection N Y N Avoids having to manually manage lists of prefabs that can be spawned as network objects. GameObjects Object Pooling L Y L Allows spawning network objects from a object pool, which usually results in faster spawning and less garbage allocation. GameObjects Automatic Object Pooling N Y N Allows pooling of network objects of any type without having to write custom pooling code. GameObjects Offline Networked Objects N Y N Allows networked objects to be instantiated without synchronization over the network. This could be useful for using the same prefab for multiple purposes; such as a projectile base which may or may not require networking. GameObjects Nested Network Behaviours Y Y Y Allows NetworkBehaviour scripts to exist on children of a networked object. GameObjects Nested Network Prefabs N Y N Allows networked objects (and prefabs) to exist on children of a networked object. GameObjects Parent Spawning N Y N Allows networked objects to be spawned under other networked objects. GameObjects Predicted Spawning N Y N Allows clients to spawn or despawn network objects without waiting for the server to complete the action. GameObjects Predicted Owner N Y N Allows clients to assume ownership of an object without waiting for the server to complete the change. This allows clients to immediately make use of an object that requires ownership regardless of latency. GameObjects Runtime Parent Synchronization N Y N Synchronizes parent changes at runtime, such as if a player was set child to a moving platform. GameObjects Synchronize Client Objects N Y N Allows clients to be aware of which client owns an object, and all objects owned by any client. GameObjects Synchronize Transform Y Y Y Allows transform values to be synchronized over the network. Some networking solutions may use less bandwidth than others. GameObjects Transform Interpolation Y Y Y Allows transform properties can be linearly interpolated over time towards the target value for smooth movement. GameObjects Transform Extrapolation N Y (Paid) N Allows transforms to be linearly extrapolated towards assumed future values. This is useful for hiding irregular latency or packet loss. GameObjects Server Authoritative Transform Y Y Y Allows transforms to only be controlled by the server. There will be a delay in movement based on latency for clients. This is not the same as client-side prediction. GameObjects Client Authoritative Transform Y Y Y Allows transforms to be controlled by the client. There is no delay but clients may easily cheat their movement. This is not the same as client-side prediction. GameObjects Transform Prediction N Y N Allows easy implementation of client-side prediction on transforms. This feature is essential for fast-paced games where cheating must be prevented. This is not the same as Rigidbody Prediction. GameObjects RigidBody Prediction N Y N Allows easy implementation of clide-side prediction on rigidbodies. This also allows to interact with networked rigidbodies in realtime, and accurately; like Rocket League. GameObjects Animator Synchronization Y Y Y Allows Animator states to be synchronized over the network. GameObjects Animator Interpolation N Y N Allows animations to be linearly interpolate to the latest values to ensure smooth blend trees. GameObjects Server Authoritative Animation Y Y Y Allows animations to only be controlled by the server. This will result in delayed animations based on latency. GameObjects Client Authoritative Animation Y Y Y Allows animations to be controlled by the client. This also allows immediate changing of client-side animations, but also the ability to cheat. Scenes Scene Network Objects Y Y Y Allows networked objects to be placed in the scene at edit time. Scenes Additive Scenes N Y N Allows multiple scenes to be loaded additively. Scenes Stacked Scenes (instances) N Y N Allows the same scene to be loaded multiple times on the server, and once on clients. Requirement for instanced dungeons on a single server, meaning: not all clients need to be in the same scene. Scenes Online/Offline Scenes Y Y N Automatically switches between a single offline or online scene, based on the clients or servers local connection state. Scenes Scene Hotloading N Y N Allows scenes on server and clients being loaded and unloaded as needed. Miscellaneous Timing Architecture Variable Rate Tick or Variable Tick How time, states, or data is synchronized between clients and servers. Area of Interest Network Level of Detail N N N Limits how often data is sent for objects distance to players to reduce how much bandwidth the server uses. Area of Interest Area of Interest Y Y L Controls which clients see which networked objects through conditions. Area of Interest Global Conditions Y Y N Allows a manager of sorts to determine what conditions are on all networked objects. Area of Interest Individual Conditions N Y N Allows certain networked objects or prefabs to override Global Conditions, or use in addition to it's own conditions. Area of Interest Stacked Conditions N Y N Allows multiple conditions to be used at once. EG: A networked object must be in a certain scene and the player must be within 10 units of it to see the object. Area of Interest Included Conditions Y Y N Networking solution comes with several included conditions to choose from. Area of Interest Custom Conditions Y Y L Custom conditions can be made and implemented with minimal effort. Utility Lag Compensation Y Y (Paid) N Allows colliders to roll back in time for accurate hit registration regardless of latency. Utility Host migration N N L Allows a client to take-over as host should the original client-host disconnect. Utility Addressables Support N Y Y Allows addressables scenes and objects to be used over the network. Utility Code Stripping N Y (Paid) N Removes server code from client builds, and client code from server builds. This aids in server security. Utility Server Discovery (LAN) Y Y Y Allows devices on the same LAN to play together. Utility Network Profiler Y (Paid) L Y Shows detailed information about how much bandwidth each network function is using. Utility Latency Simulator Y Y Y Allows latency, packet drop, and more to be simulated for server and clients. Utility Instance Dependency Injection N Y N Allows components to be registered with the networking solution. This allows for custom systems or managers to be associated with the server or client instance. I don't get it, gaming company's are spending millions of dollars to keep hackers out and all fail, how come a puberty developer is thinking that spending 100 dollars will keep hackers at bay? One thing is for sure this developer Lucas is definitely not a hacker and most important the puberty is strong in this one. Long live the puberty, we need developers like that ! Most important with fishnet you can DDoS the sh!t out of servers and everyone connected to it ! Have fun guys !
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