Using this project in any test- or productive-environment is at your own discretion!
This project is still in heavy developement and large parts may change at any point in time.
What is it?
This project is an alternative implementation of the standard
NetworkManager that comes out-of-the-box with Forge Networking Remastered as an attempt to provide functionality like a persistent world or dungeon instancing in one or more servers.
When to use it?
- You need your game to be split up into smaller parts and/or want to be able to run one game on multiple servers.
- You want your clients to only connect to and see one part of the world instead of everything.
- You want functionality like a persistent world or dungeon instances
When not to use it?
- If you have no prior experience with Networking or Forge Networking Remastered. Gain experience with the framework first.
- If your project is an arena- or lobby-style game stick with the default
- If your project wants to have the host also be a player of the game. This solution is made for a “server” that clients connect to.
Additionally, at the time of writing the native Steam-Integration of the standard
NetworkManager, the standard implementation of a
MasterServer, compatability with the
Matchmaking in Forge Networking Remastered are not integrated. While these features might be implemented at a later time please know that you will need to provide them yourself currently.
Be aware that if you want to use this over the standard
NetworkManager or not depends on the scope and features of your own project and is at your own discretion.
- A Scene-based
NetworkManagerfor easy creation of
- Multiple Server-Instances (Can run the first 5
NetworkScenes*of your game on “Server_1” and another 3
- Provides extendable interconnection between Server-Instances out-of-the-box without a database
- Supports creating
NetworkScenes*from one Server in another Server
- Supports instantiating
NetworkBehaviorsfrom one Server in another Server
- Clients can be instructed to change
NetworkScenes*by the Server
- Concept of “Static-Scenes”:
NetworkScenes*that are and should always be reachable under a certain IP and Port, basically the “static world”/“overworld”
- Concept of “Dynamic-Scenes”:
NetworkScenes*that are created on demand for things like Dungeon Instances or Player Housing Instances etc. and that will be destroyed again at some point
- Port-recycling for “Dynamic Scenes”: If a “Dynamic Scene” is destroyed the port can be reused at a later time from a range of allowed Ports
- A global registration system for “Dynamic Scenes” that all servers can lookup connection information in and for preventing name-collusion of
NetworkScenes*with a position-offset to prevent them physically overlapping each other
NetworkScenes*can try to reconnect/rebind after a set delay when disconnected
*The term “NetworkScene” describes a Unity-Scene with a
NetworkManager that is only handling the
NetworkBehaviors in that Unity-Scene.
Installation and Setup
I recommend at least Unity 2018.3.6f1. If you have issues try upgrading to this or a higher version of Unity.
Create a new and empty Unity-Project.
Import the latest version of the “Forge Networking Remastered”-unitypackage into the empty Unity-Project from the official GitHub-Page found here: https://github.com/BeardedManStudios/ForgeNetworkingRemastered
ForgeAndUnity.unitypackagefrom here: https://github.com/k77torpedo/ForgeAndUnity/tree/master/UnityPackages
ForgeAndUnity.unitypackageinto the project.
Register the Unity-Scenes found in the MultiServer-Example-Project in the BuildSettings and in the order shown below:
- You need to recompile the
NetworkBehaviorsin Forge Networking Remastered in order for the
NetworkBehaviorsto work. To do so you simply need to save any
NetworkBehaviorin the Network Contract Wizard as shown below:
Login-scene in the Unity-Editor.
More to come 😃
Copyright © 2018 k77torpedo
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.