Who are you?



What are the BAD things about the new Multiplayer system you dislike?

First and foremost, the random disconnects caused from packet loss. I know the internet is faulty in certain areas, and some players could have terrible connections to each other. Even while simulating 1% packet loss (or even just playing with one player on a tethered hotspot from a phone), the client disconnects within a few minutes. Since my game won't be the standard multiplayer experience, I expect players will want to play for hours at a time. Obviously that can't happen if everybody has to reconnect every 5 minutes or so. I'm not exactly sure how much packet loss you should expect to have to deal with, but I'd think it's more than 1%.



No NAT punch-through. I really don't want to go through servers for my game, since it'd just mostly be a cost that I could easily avoid. So making it easier for players who don't know how to port forward (or can't) can only be for the better. I know there's packages on the Asset Store for NAT punch-through, but I'd rather use something that's built into UNET.



How can we make it BETTER?

I'm not exactly sure what the problem is that causes all the disconnections, but I'd assume it's because the packet loss is making your heart beat packets get dropped and never acknowledged. A fix for that is desperately needed, as when I eventually start deploying my game to friends for testing I'd hate to get random disconnections and think it's something I did that caused it.

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