Unity-Technologies / Com.unity.multiplayer.mlapi
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The Unity MLAPI (Mid level API) is a framework that simplifies building networked games in Unity. It offers low level access to core networking while at the same time providing high level abstractions. The MLAPI aims to remove the repetitive tasks and reduces the network code dramatically, no matter how many of the modular features you use.
Hold on, heard the news?
On March 16th, during the Unity GDC keynote, we announced that we'd be releasing a new experimental netcode package - and live documentation site - alongside the new TechStream release. Please give us a few days more to polish the details ;)
In the meantime, don't forget to save the date for BossRoom
Getting Started
To get started, check the Multiplayer Docs Site.
Community and Feedback
For general questions, networking advice or discussions about MLAPI, please join our Discord Community or create a post in the Unity Multiplayer Forum.
Compatibility
The MLAPI supports all major Unity platforms. To use the WebGL platform a custom WebGL transport based on web sockets is needed.
MLAPI is compatible with Unity 2019 and newer versions.
Development
We follow the Gitflow Workflow. The master branch contains our latest stable release version while the develop branch tracks our current work.
Contributing
The MLAPI is an open-source project and we encourage and welcome contributions. If you wish to contribute, be sure to review our contribution guidelines
Issues and missing features
If you have an issue, bug or feature request, please follow the information in our contribution guidelines to submit an issue.
Example
Here is a sample MonoBehaviour showing a chat script where everyone can write and read from. This shows the basis of the MLAPI and the abstractions it adds.
public class Chat : NetworkedBehaviour
{
private NetworkedList<string> ChatMessages = new NetworkedList<string>(new MLAPI.NetworkedVar.NetworkedVarSettings()
{
ReadPermission = MLAPI.NetworkedVar.NetworkedVarPermission.Everyone,
WritePermission = MLAPI.NetworkedVar.NetworkedVarPermission.Everyone,
SendTickrate = 5
}, new List<string>());
private string textField = "";
private void OnGUI()
{
if (IsClient)
{
textField = GUILayout.TextField(textField, GUILayout.Width(200));
if (GUILayout.Button("Send") && !string.IsNullOrWhiteSpace(textField))
{
ChatMessages.Add(textField);
textField = "";
}
for (int i = ChatMessages.Count - 1; i >= 0; i--)
{
GUILayout.Label(ChatMessages[i]);
}
}
}
}