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unity多人
This blog was last updated, 27th April 2020.
该博客的最新更新时间为2020年4月27日。
As many of you know, we put UNet into maintenance mode because we believe there is a better way forward with our new connected games stack. Since this announcement, we have learned that many of our developers need guidance about the best path for their game during this transition period. In this post we’ve consolidated key questions you’ll need to answer and highlighted how you can make critical decisions about your networking stack.
众所周知,我们将 UNet置于维护模式 是因为我们相信使用 新的联网游戏堆栈 有更好的方法 。 自从发布此公告以来,我们了解到,在过渡期间,我们的许多开发人员都需要有关其最佳游戏途径的指导。 在本文中,我们综合了您需要回答的关键问题,并重点介绍了如何对网络堆栈做出关键决策。
As you see at the bottom of the flowchart, you have many options, ranging from continuing to use UNet as-is, to targeting our new DOTS based Netcode (efficient, high-level netcode) and Unity Transport Package (lower-level networking stack). Which option you choose depends on the specific needs of your game. In this blog, we’ll walk you through each question and how you should think about them.
如流程图底部所示,您有许多选择,从继续按原样使用UNet到针对我们基于新DOTS的Netcode(高效,高级网络代码)和Unity Transport Package(低级网络堆栈) )。 选择哪个选项取决于游戏的特定需求。 在此博客中,我们将引导您完成每个问题以及您如何考虑它们。
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规模 (Scale)
When we talk about the scale of a multiplayer game, we most frequently refer to the maximum number of players in a single session or connected to a single server. In this case, peer-to-peer (P2P) topologies typically struggle when you attempt to sync m