Unity3d Network api problem
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can we combine photon networking with unity networking in parallel in same project?
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To a certain extend, this is possible, yes. PUN uses the same basis classes that you find in our library assembly.
Maybe you have to be careful to not send events and operations that collide with those used in PUN, which would break stuff. There is no proper, complete list of things the PUN uses, so you need to have a look at the code.
Server side, the Loadbalancing instance is PUN compatible and uses the Lite room-based logic, so you could add operations and handle events there.0 -
Question is why you would want to do it cause you normally use something else than Unity Network to solve problems explicitely existing within it. Port forwarding, NAT traverals and similar things are a thing you can not solve 'just at times'
the only reason would be iOS targeting, where TCP sockets require iOS pro (on android funny enough its not required, seems like its bugged)0