Unity New Networking System (UNet) Unite Asia 2015



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Transcription:

Unity New Networking System (UNet) Unite Asia 2015

Hello Sean Riley Game industry developer since 1997 Blizzard, NCSoft, EA Origin, Metaplace Works on the Unity Networking Team I work remotely from Florida, USA Travel to Copenhagen regularly Been with Unity 1.5 years

Why? - Developer Pain Making multiplayer games is hard. Why is this so? 1. Making a high performance networking transport for multiplayer gaming is technically challenging 2. Third party networking transports can be difficult to integrate into your Unity game and tough to use. 3. Getting players of your multiplayer game to find each other is difficult without creating a common place for them to go. 4. Getting players to connect to each other over the internet is difficult without dedicated servers

Why? Developer Relief New Network System provides solutions for these issues: 1. Transport Layer High performance UDP based network transport for Unity Multiplayer clients 2. Low and High Level APIs Low level API for experienced network programmers, and an extensible and easy to use high level API 3. Match Maker Basic room services for games to let players find each other 4. Relay Server Allows players to communicate with each other over the internet

New Networking System Status Core is in the 5.1 Beta, should be released with 5.1 Online Services will launch soon afterwards Legacy network system (Raknet) will initially coexist with new system in 5.1 will be deprecated in 5.1 will be removed soon afterwards once the new system is fully launched

Status - Phases Launch is focused on core networking system Multiplayer Foundation Most appropriate for Peer-to-Peer games where one peer is the Host Not focused on: Dedicated Servers MMO-like services

Server vs Host In network games have Clients and a Server Every game must have a Server The client that is also the server is the Host Code for LocalClient and RemoteClient is the same Host Local Client Server Relay Server Remote Client Remote Client

Status - Platforms Planned Core Launch Platforms: Windows Android ios Xbox One Mac Linux Web player PS4 Coming Soon Platforms: WebGL* Window Store Apps (Windows 10)

Multiplayer System Components Network System is a set of components that work together: Online Services Engine Components C# HLAPI Editor Integration Transport Layer

Transport Layer High performance UDP based transport Written in C++ Thin layer on top of sockets Works with arrays of bytes Channels with Quality of Service levels Reliable / Fragmented / StateUpdate /Unreliable Focused on flexibility and performance Exposes a C# API UnityEngine.Networking.NetworkTransport

New Engine Components NetworkIdentity Identifies objects across the network similar to old NetworkView NetworkBehaviour Script base class derived from MonoBehaviour Provides network functionality to user scripts NetworkTransform Handles movement synchronization Works with physics systems NetworkManager Connection management Spawning Configuration

Editor Integration Custom inspectors for new components Components to view internal state of the network system Profiler integration

High Level Network API C# extension DLL UnityEngine.Networking namespace Provides services useful for multiplayer games Message handlers General purpose high performance serialization Distributed object management State synchronization Network classes: Server, Client, Connection, etc Focused on ease of use and iterative development. HLAPI code looks like game code

Online Services Hosted by Unity in the cloud Relay Server to allow server-less internet play Routes traffic between players Avoid NAT and Firewall issues Matchmaking services Concurrent User tracking and reporting Client Interface: Web service interfaces C# wrapper integrated with HLAPI

Layers of Network Functionality In Network HLAPI

Layers of Network Functionality Network system built from a series of layers Each layer adds more functionality Developers can choose to use layers at different levels Developers don t have to use all the layers, but using all the layers gets you started quickly List layers, then describe in detail

Layers of Network HLAPI Functionality Transport / Configuration Low Level API Connection / Reader / Writer NetworkClient / NetworkServer NetworkIdentity / NetworkBehaviour NetworkScene / ClientScene NetworkManager NetworkLobbyManager NetworkTransform NetworkAnimator NetworkProximityChecker Messaging & Serialization Connection Management Object state & Actions Object Life-Cycle Game Control Player Control Engine Integration

LLAPI Transport / Configuration UDP based network transport layer Implemented in C++ Supports channels with different Quality of Service Exposed to C# as NetworkTransport class Deals with byte arrays

Messaging & Serialization Connection / Reader / Writer Support to read and write C# & Unity types Functions to send data: SendBytes() SendWriter() Send(short msgid, MessageBase msg) Can register handler functions for message Ids

Connection Management NetworkClient / NetworkServer Client connects to a server Server manages connections from many clients Callbacks for Network Events: Connect Disconnect Errors

Object State & Networked Actions NetworkIdentity / NetworkBehaviour Provide script API for network game programming Identify objects across the network Synchronize state of objects SyncVars, SyncLists Perform networked actions Commands, ClientRPCs Expose network context to scripts isserver / isclient / islocalplayer

Object Life Cycle NetworkScene / ClientScene Manage life-cycle of distributed objects Create on server -> create on client Create instances from prefabs Or, customize object creation behaviour Contextual callbacks on scripts: public virtual void OnStartClient() public virtual void OnStartServer()

Game Control NetworkManager Higher level control of configuration Higher level control of object create and destroy Synchronized scene changes across server and clients Default user interface for game control Many callbacks for customizing game control: OnServerConnect OnServerSceneChanged OnClientConnect OnClientSceneChanged

Player Control NetworkLobbyManager Provides a network lobby with player limit Game starts when all players are ready Players cannot join game-in-progress Supports Couch Multiplayer Customizable way for players to choose options while in lobby, such as Choose a color Choose a character

Network Lobby - GUI NetworkLobbyManager Package that provides lobby user interface Uses new UI system Controller, Mouse, Touch, Keyboard support Asset Store or Standard Assets pakage Comes with full source code and prefabs Completely customizable

Network Lobby - GUI

Engine Integration NetworkTransform NetworkAnimator NetworkProximityChecker Components that add network functionality to existing engine features NetworkTransform: Synchronized movement NetworkAnimator: Synchronized animation NetworkProximityChecker: Controls object visibility (networked culling) Optional to use, built with public APIs.

Network Profiler Two new profiler panels: Network Messaging Network Operations Currently in development (unfinished) To understand Messaging panel, need to understand messaging.

Network Stack Comparison (kernel) UDP IP UDP Unreliable Messaging Application (kernel) TCP/IP IP TCP Messaging Buffered Stream Application (kernel) UNet (C++) (C#) IP UDP Messaging LLAPI Channels & Messaging HLAPI Buffered Messaging Application

High Level API Message Buffering User Script SendBytes() Network Connection Channel Buffers UNet HLAPI SyncVar Update Unbuffered Messages (HLAPI C#) Buffered Messages Network Transport (C++) UDP Protocol Packet Network

Profiler Messaging Panel Tracks message statistics Unbuffered Messages from Application to HLAPI Buffered Messages from HLAPI to LLAPI Transport Protocol Packets from Transport to Network

Profiler Messaging Panel

Profiler Operations Panel Tracks Higher level network operations Commands (client to server) ClientRPCs (server to client) SyncVar and SyncList state updates User Messages Object Create (server to client) Object Destroy (server to client)

Profiler Operations Panel Details tracking of each type of operation: Operation Type Detail Example [Command] [ClientRpc] Object Create Object Destroy [SyncVar] SyncList Custom Serialization Operation Name Prefab Name or AssetId Script Name CmdShoot User Messages Message ID 1003 Missile Baf67afabefab755 TankCombat

Profiler Operations Panel

References UNET Announcement Blog http://blogs.unity3d.com/2014/05/12/announcing-unet-newunity-multiplayer-technology/ UNET Transport Layer Blog http://blogs.unity3d.com/2014/06/11/all-about-the-unitynetworking-transport-layer/ UNET SyncVar Blog http://blogs.unity3d.com/2014/05/29/unet-syncvar/ UNET Unite 2014 Presentation https://www.youtube.com/watch?v=ywbdvtre-aa Contact Information Sean Riley (seanr@unity3d.com) Erik Juhl (erikj@unity3d.com)

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