hi there.
I would like to ask if you could share you thoughts on how to achieve an integration of any low-level network library with current Unity's ECS system thanks.
Here is some references: https://forum.unity.com/threads/ecs-and-networking.528134/#post-3486444
ECS and Networking?
Check my dev blog: http://wobesdev.wordpress.com/
You can write your own component to expose whatever state you want to whatever library you want.
There's a LOT of heavy lifting involved there, which the Unity-native code gives you "for free," though, so it's not a super popular route.
Exactly how you'd go about this depends on what your networking needs are. If you have a few dozen objects moving around based on physics, with mainly staticly displayed meshes (or client-driven animations, like walk animations,) then a simple protocol with "create entity of type," "update entity position/heading," and "delete entity" would be enough, and generating appropriate data for that out of the ECS is not hard.
2 hours ago, hplus0603 said:You can write your own component to expose whatever state you want to whatever library you want.
There's a LOT of heavy lifting involved there, which the Unity-native code gives you "for free," though, so it's not a super popular route.
Exactly how you'd go about this depends on what your networking needs are. If you have a few dozen objects moving around based on physics, with mainly staticly displayed meshes (or client-driven animations, like walk animations,) then a simple protocol with "create entity of type," "update entity position/heading," and "delete entity" would be enough, and generating appropriate data for that out of the ECS is not hard.
Thank you for your answer.
Check my dev blog: http://wobesdev.wordpress.com/