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[Concept] : [Unity] : Netcode Base #3285
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Side note, when making the network manager, we need to make sure that there is a bit of a split during the condition: #if UNITY_WEBGL && !UNITY_EDITOR
m_Driver = NetworkDriver.Create(new WebSocketNetworkInterface());
#else
m_Driver = NetworkDriver.Create(new UDPNetworkInterface());
#endif |
…d the driver to the default for UDP Transport. #3285
supabase-community/supabase-csharp#126 For the supabase, we can hold off on that until I get the chat and player movement done. Afterwards we can easily add in the Supabase realtime, so a dual server approach. |
Rust Websocket Ref - https://momori-nakano.hashnode.dev/building-a-websocket-chat-app-with-axum-and-react |
For the sake of the cluster, going to disable the |
The websockets are wired, and we need to start breaking down the communication layers. I am thinking that we split the connections, having the auth and database websocket connections go directly to supabase realtime, while having the game aka room sessions go directly to Rust. |
For the Discord <=> Unity, we can use this as our example, https://github.com/Furnyr/Dissonity/blob/main/unity/Runtime/DissonityApi.cs |
Watched @h0lybyte building the JavaScript FFI. Will circle back to this in the future. |
https://discussions.unity.com/t/webgl-runtimeerror-memory-access-out-of-bounds/242575 This could be a solution for the FFI errors that we are having. |
Core Concept/Theory
We would need a clear and concise description of the concept. For example, It would be cool if [...]
This is the issue ticket for keeping track of the netcode related to the webgl build.
We will have to write the basics into the
kilonet
package and try to get a demo of the build into the Discord activities.I am thinking once we get the base built and do something easy, like chatting and connecting the players, we can start to expand out the base.
Alternative Ideas
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No alternative ideas yet.
Alternative Examples/Sources
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Additional information
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