Unity3D HLAPI Network Network Adapter

Using the Unity3D engine for a high-level network API (HLAPI) seems completely or nothing. For any game objects that are supposed to be used in multi-user mode, (most) behavior should be implemented as NetworkBehaviours, and this requires network components. In addition, Network Manager is required in all scenarios. I would prefer not to duplicate the network versions of all single-user assets, and it seems that the expected practice is that a single-user game will be implemented as a network game based on a host based on a LAN with a single (localhost) client.

My concern is that the HLAPI material, riding a horse on top of absolutely everyone, will lead to significant overhead in single-player mode, which is the main focus of the game. Is this a serious problem?

I examined a couple of mitigation methods, but they create their own problems for ease of maintenance and code complexity:

  • Preparatory files required in both modes will be duplicated (violates DRY: changes in one prior should be mirrored in another)
  • Dynamically change or replace single-user assets with multi-user or vice versa (complex and potentially error-prone)

What are the best mitigation methods? Or are they even needed?

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Source: https://habr.com/ru/post/1620377/


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