{"id":13664175,"url":"https://github.com/Saishy/TinyBirdNet-Unity","last_synced_at":"2025-04-25T21:30:19.436Z","repository":{"id":96771734,"uuid":"107745228","full_name":"Saishy/TinyBirdNet-Unity","owner":"Saishy","description":"[DISCONTINUED] A high level API for making networked games in Unity, utilizes 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TinyBirdNet\nA high level API for making networking games in Unity, utilizes [RevenantX/LiteNetLib](https://github.com/RevenantX/LiteNetLib)\n\nThe goal of TinyBirdNet is to create an environment where you can easily add networking to unity games, while using the LiteNetLib behind the scenes.\n\n## Features\n- Deals with lots of common problems like readying, scene changes, player owned objects.\n- All code available, no obfuscation, no dlls.\n- Free for everyone!\n- No additional charges for CCU, bandwidth, nothing, it's yours to use.\n\n## Latest Versions:\n- 2.0.0.a1\n\t- Added server tick.\n\t- Changed component system to use Interfaces, no need to extend from a specific class anymore.\n\t- Dirty flags are dynamically sized up to 64 different automatic synced variables.\n\t- State updates are now packed into a single message.\n\t- ToDo:\n\t\t- Client-Side prediction.\n\t\t- Lag compensation.\n\t\t- Add emoji communication.\n\t\t- Update wiki and documentation\n- 1.1.3\n\t- Added documentation to most parts of the code.\n\t- Fixed minor typos.\n\n**Supports Unity 2017 and above**\n\nCurrent version has been tested across Windows and Linux, please open an issue if you find any bugs.\n\n![Two players connected](https://i.imgur.com/pQJhZEd.png)\n\n\n## How To Use\n\nAdding the TinyBirdNet folder under Assets to your project will give you everything needed to start networking on your game.\n\nInside the Examples folder you will find a simple working demo of a networked game.\n\nYou will need a `TinyNetGameManager` or derived instance always enabled on your game, so please add one to your first scene and mark it as [Don't Destroy on Load](https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html).\nAn unique \"ConnectKey\" is required for your game to be able to connect, preferably include the current version of your application on the key string.\n\nThe recommended workflow is to create a class derived from `TinyNetPlayerController` and implement your player control logic there, for each new player on the game a new `TinyNetPlayerController` is spawned. You are able to send inputs between the client Player Controllers and the server one by using an `TinyNetInputMessage`.\n\nEach `GameObject` that you wish to include network code must contain a single `TinyNetIdentity`, after that, classes that wish to include networking code must either implement `ITinyNetComponent` or you can make it a child of `TinyNetBehaviour` to gain access to many features like `[TinyNetSyncVar]` and RPC methods.\n\nBy creating classes derived from `TinyNetBehaviour` you are able to enjoy the automatic serialization and deserialization, though manual serialization/deserialization and use of `ITinyNetMessage` are still possible.\n\nYou are able to sync up to 64 Properties per `TinyNetBehaviour` by using the `[TinyNetSyncVar]` Attribute.\nYou may at any time bypass this limit by implementing your own `TinySerialize` and `TinyDeserialize` Methods.\n\nYou are able to spawn and destroy objects in the network by merely calling `TinyNetServer.instance.SpawnObject` and `TinyNetServer.instance.DestroyObject` on a server, given a valid GameObject that contains a `TinyNetIdentity`.\n\nRemember to register all prefabs that have `TinyNetIdentity` on your `TinyNetGameManager`, manually or by clicking the __Register all TinyNetIdentity prefabs__ button on your `TinyNetGameManager` inspector.\n\n\n#### Please see the Wiki and Documentation for more information.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FSaishy%2FTinyBirdNet-Unity","html_url":"https://awesome.ecosyste.ms/projects/github.com%2FSaishy%2FTinyBirdNet-Unity","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FSaishy%2FTinyBirdNet-Unity/lists"}