Unity & Middleware

 

Prompted by an earlier post about FPS size, we took a brief look at the state of networking in Unity (Pikkotech 1000 player FPS demo uses Unity). Unity has gathered a lot of momentum recently, it is the game engine of choice for our students at the moment. Unity has used RakNet for a while for their own basic networking. Several other networking middleware providers have been supporting it also. A very helpful post on their forum by zumwalt lists several middleware that could be used with Unity. Another option that seems popular is SmartFoxServer; they have a demonstration within Unity. We'd added some basic public information about the systems below: for most though you need to register to get details which would probably mean signing some away some rights to write comparative blog articles!

 

Quazal

http://www.quazal.com/

Net-Z (real-time), Rendez-Vous (lobby). Net-Z has a shared C++ object/attribute approach. No public costs. No downloadable.


Photon

http://www.exitgames.com/Photon

Reliable UDP. Unity integration. Need to register for information.


Hero Engine

http://www.heroengine.com/

Full game engine. No public costs for HeroEngine. HeroCloud academic license is $4995 for 25 seats, then $995 p.a.


Icarus Studios

http://www.icarusstudios.com/

Full game engine, need to become certified developer


Monumental Games

http://www.monumentalgames.com/

Prime Engine, no public download


MultiVerse

http://multiverse.net/index.html

Multiverse Platform, need to register.


BigWorld Technology

http://www.bigworldtech.com/

Dynamic shared/space subdivision. Indie/Academic license $299 p.a. 10-25 developer seats, some restrictions on user accounts.


SmartFox Server

http://www.smartfoxserver.com/

100 concurrent users free. Public download. Link to Unity.