Unity Lockstep by proepkes - 1

Network

Deterministic Lockstep with serverside framerate for Unity

Unknown VersionUnknown LicenseUpdated 177 days agoCreated on January 14th, 2019
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UnityLockstep

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A WIP implementation of the Serverbeat-Protocol described here: https://www.reddit.com/r/Unity3D/comments/aewepu/rts_networking_simulate_on_serverbeat/

Overview

Video

Getting started

  1. Open Engine/Lockstep.sln
  2. Run Server-project, enter “1” when asked for room-size
  3. Open SampleScene in Unity
  4. Hit play and wait until connection to server is established
  5. Holding right mouse button will continously spawn new agents, press ‘X’ to navigate all agents to your current mouse position

Getting Multiplayer

  1. Build and run the Unityproject
  2. Start the server. The roomsize will default to 2 after a few seconds of no input
  3. Hit play in Unity so you should now have two instances of the game running
  4. Wait until both players are connected to the server. The server will display a message when the simulation has started.
  5. For controls, same as above

Dependencies

  • The ECS-Project currently targets .NET Framework 4.6.1 (#806)
  • The server targets .NET Core Framework 2.2.103 (link to setup)

References

Inspired by LockstepFramework, in memory of SnpM: https://github.com/SnpM/LockstepFramework

Uses a fork of BEPUPhysics for deterministic physics: https://github.com/sam-vdp/bepuphysics1int

Uses FixedMath.Net for deterministic fp-calculations: https://github.com/asik/FixedMath.Net

Uses Entitas as ECS Framework: https://github.com/sschmid/Entitas-CSharp

The project includes an implementation example using LiteNetLib: https://github.com/RevenantX/LiteNetLib

Limitations

  • Physics values are limited to 1000 so keep your world in these limitations or shift the world when your values become too large
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