https://github.com/BestoGames/BestoNet
BestoNet is a custom rollback networking solution developed for the fighting game Idol Showdown. Built in C# for Unity, it integrates with Facepunch Steamworks to provide a robust and efficient rollback implementation.
https://github.com/BestoGames/BestoNet
besto bestogames bestonet csharp godot idolshowdown netcode rollback rollback-netcode unity
Last synced: 30 days ago
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BestoNet is a custom rollback networking solution developed for the fighting game Idol Showdown. Built in C# for Unity, it integrates with Facepunch Steamworks to provide a robust and efficient rollback implementation.
- Host: GitHub
- URL: https://github.com/BestoGames/BestoNet
- Owner: BestoGames
- License: mit
- Created: 2024-11-16T02:58:59.000Z (about 1 year ago)
- Default Branch: main
- Last Pushed: 2025-03-20T12:34:39.000Z (9 months ago)
- Last Synced: 2025-04-07T04:06:34.539Z (9 months ago)
- Topics: besto, bestogames, bestonet, csharp, godot, idolshowdown, netcode, rollback, rollback-netcode, unity
- Language: C#
- Homepage: https://x.com/BestoGameTeam
- Size: 840 KB
- Stars: 39
- Watchers: 3
- Forks: 1
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- Contributing: docs/CONTRIBUTING.md
- License: LICENSE
- Code of conduct: docs/CODE_OF_CONDUCT.md
- Roadmap: docs/ROADMAP.md
Awesome Lists containing this project
- MultiplayerNetworkingResources - BestoNet - GGPO-style rollback networking for fighting game in Unity/C#. (Libraries)
README

[](https://opensource.org/licenses/MIT)
[](docs/CONTRIBUTING.md)
[](https://github.com/bryanpaik/isd-rollback/graphs/commit-activity)
BestoNet is a custom rollback networking solution developed for the fighting game [Idol Showdown](https://store.steampowered.com/app/1742020/Idol_Showdown/). Built in C# for Unity, it integrates with Facepunch Steamworks to provide a robust and efficient rollback implementation.
This is a work in progress as a library, and won't work right out the box
## 📚 Documentation
- [Contributing Guide](docs/CONTRIBUTING.md)
- [Code of Conduct](docs/CODE_OF_CONDUCT.md)
- [Development Roadmap](docs/ROADMAP.md)
## Background
Originally we used Unity GGPO but there were some issues.
- Unplayable connections at long distances (experiencing ~7 frames of rollback)
- Maintenance difficulties due to GGPO's C++ codebase
- System instability during poor network conditions
- Using GGPO required a relay system that added extra latency to online matches
## Core Features
### Rollback Management
- **Speculative Frame Saving**: Saves CPU time and preventing 7 frame rollbacks
- Currently saves the midpoint frame, confirm frame, and end frame
- **Input Prediction**: Will predict the next input using the previously received input
- **Rift Management**: Many different options to deal with one sided rollback and game syncing
- **Reliable Input Messaging**: Maintains a 7-frame input buffer to handle packet loss and out-of-order delivery
## Implementation Requirements
1. Frame Timing: Idol Showdown currently uses a separate thread as a timer.
2. Spectator: The current implementation contains a call to send confirmed frame inputs to a spectator buffer
3. State management system: Deterministic game logic is required. For efficiency reasons, we recommend avoiding using byte[] with BinaryWriter/Reader
## Configuration

**Current Unity Configuration Settings**
## Credits
This implementation draws inspiration from:
- MK/Injustice GDC presentation
- Zinac's rollback implementation guide
- GekkoNet's Rollback System
Special thanks to [Rin Iota](https://x.com/sss_iota_sss) for developing the original networking foundation that enabled ISD Rollback's creation.
## Contributing
This is an open-source project accepting community contributions. Please read our [Contributing Guide](docs/CONTRIBUTING.md) and [Code of Conduct](docs/CODE_OF_CONDUCT.md) before submitting pull requests.
## License
This project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.