Hi,
I am considering Tnet as a starting point for our net code. Having looked at Unity Networking and uLink, Tnet comes across as a very good alternative since Unity Networking seems unreliable and uLink is more geared towards authoritative centrally hosted servers. But I have a few questions:
- It is implied but not fully clear that TNet will work simultaneously as both host and client. But I am assuming a player can host a session while him/herself playing using the same Unity instance - correct?
- One strength of Tnet seems to be that the same scene and code paths are used for both multiplayer and single player sessions. I get the impression that the scenes / rigs should be set up as always in multiplayer and single player essentially being simulated multiplayer with one player. Correct? If so, does that mean that lag following / syncing happens much quicker for the local player both in single player sessions and in multiplayer?
- The described approach of separating physics from rendering is one we are already taking. However, we separate physics from rendering as two fully separate objects (to be able to switch off physics fully when not needing it). Will Tnet scripts handle this separated hierarchy or be easily modified to do so? (I am primarily thinking of the "lag following" script referenced in this forum).
- Last but not least, and definitely not meant in a disrespectful way - to the contrary: You seem very competent and I have been very satisfied with NGUI. However, as far as I can tell you are one individual. Are you / will you be able to continuously update Tnet and NGUI and provide support? Since net code is very sensitive and crucial this is a quite important decision factor. While we will definitely delve into the code and hope to be self sustaining, being able to lean on external expertise is a big plus.
Many thanks in advance!