Advertisement

ECS and Networking?

Started by August 15, 2018 01:28 PM
2 comments, last by alex123213 6 years, 3 months ago

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

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.

enum Bool { True, False, FileNotFound };
Advertisement
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/

This topic is closed to new replies.

Advertisement