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Question by OneGeeksGame · Oct 10, 2019 at 02:48 AM · multiplayerphotonlan

Networking (?)

I want to start by saying I am not new to Unity but I am new to networking.

Using assets of the store, I am putting together a little multiplayer adventure game for my friends and I. Just a basic character creator, inventory, weather, and AI.

Now, getting those started won't be a challenge but what has to be networked will. I am not sure whether to use PUN and I am not sure if it is even worth using PUN. Or should I just do LAN Host/Client kind of system.

My inspiration is how Stardew Valley did their multiplayer but they did LAN and not a server.

I know I was kind of vague on my issue so overall I am asking what do you think would be more beneficial for starting a multiplayer 3D "scene" and also, what WOULD have to be "replicated" with the list I am looking to implement?

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Answer by Captain_Pineapple · Oct 11, 2019 at 08:17 AM

Heyho,

i can only really speak for using PUN but heres my view on this:

If you only intend to set up a game for you and a few friends then pun is plenty enough. You get 20 concurrent users for free. problem is: they really only support peer to peer. I did not give a in my game and simply set up one game instance as a server but i'm not sure if that is something that should be done. This does require some tricky workarounds here and there.


Depending on what you want to sync just use pun. it's quite straight forward and you can get started in under an hour. Unity Networking also is marked as deprecated as next year there will be the new entity component system based netcode coming. So im not sure if working into this is good. (also depending on what you actually whant to do in your game e.g. turn based or fast paced action shooter)

Let me know what you want to do and i can at least tell you if photon is able to do that.

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