A high level API for making networking games in Unity, utilizes RevenantX/LiteNetLib
The goal of TinyBirdNet is to create an environment where you can easily add networking to unity games, while using the LiteNetLib behind the scenes.
- Deals with lots of common problems like readying, scene changes, player owned objects.
- All code available, no obfuscation, no dlls.
- Free for everyone!
- No additional charges for CCU, bandwidth, nothing, it’s yours to use.
- Added server tick.
- Changed component system to use Interfaces, no need to extend from a specific class anymore.
- Dirty flags are dynamically sized up to 64 different automatic synced variables.
- State updates are now packed into a single message.
- Client-Side prediction.
- Lag compensation.
- Add emoji communication.
- Update wiki and documentation
- Added documentation to most parts of the code.
- Fixed minor typos.
Supports Unity 2017 and above
Current version has been tested across Windows and Linux, please open an issue if you find any bugs.
How To Use
Adding the TinyBirdNet folder under Assets to your project will give you everything needed to start networking on your game.
Inside the Examples folder you will find a simple working demo of a networked game.
You will need a
TinyNetGameManager or derived instance always enabled on your game, so please add one to your first scene and mark it as Don’t Destroy on Load.
An unique “ConnectKey” is required for your game to be able to connect, preferably include the current version of your application on the key string.
The recommended workflow is to create a class derived from
TinyNetPlayerController and implement your player control logic there, for each new player on the game a new
TinyNetPlayerController is spawned. You are able to send inputs between the client Player Controllers and the server one by using an
GameObject that you wish to include network code must contain a single
TinyNetIdentity, after that, classes that wish to include networking code must either implement
ITinyNetComponent or you can make it a child of
TinyNetBehaviour to gain access to many features like
[TinyNetSyncVar] and RPC methods.
By creating classes derived from
TinyNetBehaviour you are able to enjoy the automatic serialization and deserialization, though manual serialization/deserialization and use of
ITinyNetMessage are still possible.
You are able to sync up to 64 Properties per
TinyNetBehaviour by using the
You may at any time bypass this limit by implementing your own
You are able to spawn and destroy objects in the network by merely calling
TinyNetServer.instance.DestroyObject on a server, given a valid GameObject that contains a
Remember to register all prefabs that have
TinyNetIdentity on your
TinyNetGameManager, manually or by clicking the Register all TinyNetIdentity prefabs button on your