Com Unity Multiplayer Mlapi by Unity-Technologies - 80

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A game networking framework built for the Unity Engine to abstract game networking concepts.

Unknown VersionMIT LicenseUpdated 61 days agoCreated on January 5th, 2018
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The Unity MLAPI (Mid level API) is a framework that simplifies building networked games in Unity. It offers low level access to core networking while at the same time providing high level abstractions. The MLAPI aims to remove the repetitive tasks and reduces the network code dramatically, no matter how many of the modular features you use.

Getting Started

To get started, check the Multiplayer Docs Site.

Community and Feedback

For general questions, networking advice or discussions about MLAPI, please join our Discord Community or create a post in the Unity Multiplayer Forum.

Compatibility

The MLAPI supports all major Unity platforms. To use the WebGL platform a custom WebGL transport based on web sockets is needed.

MLAPI is compatible with Unity 2019 and newer versions.

Development

We follow the Gitflow Workflow. The master branch contains our latest stable release version while the develop branch tracks our current work.

This repository is broken into multiple components, each one implemented as a Unity Package.

    .
    ├── com.unity.multiplayer.mlapi            # The core netcode SDK unity package (source + tests)
    └── testproject                            # A Unity project with various test implementations & scenes which exercise the features in the above package(s).

Contributing

The MLAPI is an open-source project and we encourage and welcome contributions. If you wish to contribute, be sure to review our contribution guidelines

Issues and missing features

If you have an issue, bug or feature request, please follow the information in our contribution guidelines to submit an issue.

Example

Here is a sample MonoBehaviour showing a chat script where everyone can write and read from. This shows the basis of the MLAPI and the abstractions it adds.

public class Chat : NetworkBehaviour
{
    private NetworkList<string> ChatMessages = new NetworkList<string>(new MLAPI.NetworkVariable.NetworkVariableSettings()
    {
        ReadPermission = MLAPI.NetworkVariable.NetworkVariablePermission.Everyone,
        WritePermission = MLAPI.NetworkVariable.NetworkVariablePermission.Everyone,
        SendTickrate = 5
    }, new List<string>());

    private string textField = "";

    private void OnGUI()
    {
        if (IsClient)
        {
            textField = GUILayout.TextField(textField, GUILayout.Width(200));
            
            if (GUILayout.Button("Send") && !string.IsNullOrWhiteSpace(textField))
            {
                ChatMessages.Add(textField);
                textField = "";
            }

            for (int i = ChatMessages.Count - 1; i >= 0; i--)
            {
                GUILayout.Label(ChatMessages[i]);
            }
        }
    }
}
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