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So you may not be aware or knew enough about game networking and Unity like me before you bought this asset.
To be clear, the asset works fine and I got a developer response to my first email in a day or two. Not bad. Got his uMMO demo working reasonably quick. Tried asking about this next part and got radio silence tho...
Here’s the problem. UNet is now deprecated and being replaced by the new network transport layer (on github Unity-Technologies/multiplayer).
Search for the unity FPS networking demo on github (also by Unity). It also uses a hybrid implementation of the new HDRP in case you want to start learning that too. From the Unite conferences in 2018, Unity suggested that you use their new networking system if you think your game will come out in the late part of 2019 or later.
I wouldn’t normally review with this info but the assets description didn’t make all this clear to me. Not sure why the developer still has rumored new features upcoming for the asset...?
Update 2/1/19 - It's great to hear you are interested in keeping the plugin up to date but it is unclear if you are actually committing to updating the plugin on any kind of timeline (maybe a year?). I get your point but since I and others on here are spending actual money and have our own timelines it is important to have accurate and up to date info to decide with. Thanks!
PS - it seems like you didn't finish your reply, it abruptly cuts off...?
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10
0
パブリッシャーからの返信:
7 years ago に返信
Hi Graghma,
Thanks for your review! I am getting a lot of support mails, and right now I am not really able to recall the 2nd mail you're talking about, and cannot find it in my email client.
Anyway, on the subject matter. You do have to keep in mind that uMMO was made not for UNet originally. It was made for Unity's earlier legacy networking system (development on that started in 2013, and was uploaded in 2014.) and was then nearly completely rewritten for UNet (started in 2015, uploaded in 2016). So, I've been there before, and also now, will keep supporting uMMO, rewriting everything or parts, if needed. All my assets are LTS so to speak, also if there's not immediately 1000s of new code lines readily available on day 1 of Unity putting out something new, also wasn't the case with UNet.
Update after OP edited 2/1/2019:
Thanks for your update, I don't see my review cut off though, it's all there. On the subject matter: First of all, the UNet version of uMMO works very well, and although probably not being natively available in Unity 2019.x anymore Unity has actually put the entire source of the UnityEngine.Networking namespace up on github, so I can actually add it again after they throw it out. UNet not being officially supported by Unity anymore, does not keep me from actually updating it, as I think it offers a very usable interface, even for newbies. I know there have been complains about UNet in the past, but I did a little research and found a thread listing all the bugs UNet apparently is plagued by: https://forum.unity.com/threads/my-compiled-list-of-unet-bugs-issues.403578/. I went through the list and as far as I can tell it actually confirms the impression I had using it, that in uMMO there are none of these issues present, and the reason as it turned out was that virtually ALL the listed bugs are either 1. Not applicable: most of them are about peer-to-peer/host-method (uMMO works using dedicated server though) which Unity itself is moving away from for security and reliability reasons or 2. are mitigated/replaced by the uMMO functionality: especially concerning the NetworkAnimator (which in uMMO is replaced with something that works ;) and generally data synchronization (I am planning to release a tutorial on that next) which in UNet are indeed screwed up pretty bad with the SyncVar/SyncLists and which I replaced with slick, working alternatives very early on when I saw what UNet offered in that department. Thus there is actually no need for immediate panic, far from that, as uMMO will keep working and I can finally even tweak the UNet API to my wishes where I see fit (like some optimizations).
That being said, I know that it is a good idea to go with time and update to newer techniques, and having the well-working UNet added to the package will actually give me time to properly prepare for that and transition on my terms, instead of on Unity's terms. I cannot yet say when uMMO will be fully converted to the new system, maybe it will even be a hybrid with UNet, keeping the good stuff, replacing what Unity multiplayer can do better (which I am in fact kind of doing already as stated above), but a final decision is not yet taken. Be sure though, that you will not be forgotten and that it is my first priority to have you supplied with a working, powerful asset.
Package is made with care and you are getting nice code here, interpolation, extrapolation, state rewind and client prediction on the way.
This is not a "make your Mmo with no understanding of networking or code", but, to be realistic, there is no such thing. If you are serious about making a game, here you have nice network foundations and a really great support: If you want lots of features with bad quality networking, look somewhere else.
Hope to see this finished and with text documentation to give you that missing star.
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8
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パブリッシャーからの返信:
8 years ago に返信
Hi! Thank you for your honest review. There is a new big demo scene coming with the next version. If you need any help please contact me.
M
Pretty easy to get you started, powerful and extensive enough to keep you going, if you have patience.
8 years ago
MostHated以前のバージョン 2.1.2 alpha で
I was not sure what to expect really, I had never dealt with building a multiplayer game before but decided it was time to take the plunge. So far I am quite pleased that I did. I was worried I would have issues as I use Opsive Third Person Controller, Rewired, World Streamer and countless other asset but I was pretty much able create a linux build, upload it to my server, connect up, and spawn my character into the demo scene and was running around within an hour or two. It as a bit hard to follow at first due to there being no actual documentation file, you have to hover your mouse over everything and try to read the little popup, which is ok for some things, but when its the primary documentation for your entire basis of an online system for your game, it doesn't really cut the mustard, so to speak.
There really needs to be something more concrete, available, Searchable, with good examples of implementation. Getting a little popup is ok when you are familiar with things and just need a reminder of what something is or does, but when you have a brand new system that targets people trying to implement multiplayer into a game, chances are they have no idea what all these things are, or where to even find whatever it is they need to hold their mouse over. There needs to be a web page or at least a pdf with ever section broken down and explained thoroughly with screenshots of where things even are. It is great that there are so many plugins ans things that do awesome stuff, but if you have no idea where to find them, where they go, or what they do, they may as well not even be there.
Is this a great system? Yes, it is, granted I don't have much of a frame of reference as this is my first attempt at multiplayer, but was it able to do what it advertised? Yes, it did. I was able to get my own character into a multiplayer game fairly easily. What is keeping this from a 5-star rating is what I explained already.
I will gladly change my review and rating should proper documentation come out!
Do I recommend? I do, it does what it says it does and seems to do it well, as long as you have the time to spend digging around through all the source code for comments. As I said though, I am quite happy with the performance once you get it working, and then you can start playing around with all the features and plugins, and with some trial and error, your game will be running great. I am excited to see the new features that will be coming out.
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12
0
This is a great product that simplifies many of the more tedious aspects of network programming. If you're like me and have 0 experience with UNET (or network programming in general), this is a great place to start. Not only does the package work as described, but it provides a great deal of lower level practical UNET examples.
Support is fantastic. The author is not only very friendly but is eager to answer any questions.
In all, the product is a worth every penny and a great investment especially for those looking to learn about UNET!
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3
0
m
Beats PUN hands down.
9 years ago
magicbananna以前のバージョン 2.0.14 alpha で
This asset is a must. It simplifies Unet and eliminates the need to do alot of the hard yaka yourself. Along with 5 star support, this is one sweet asset. The quality of this asset impressed me so much, I personally have contracted the team behind UMMO to do some work for me. And as always very impressed.
Treat yourself and your project and buy this asset.
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4
0
S
Just what I needed
9 years ago
Saraghtera以前のバージョン 2.0.14 alpha で
Easy to set up with a pre existing project. Having super fun using this.
What I would like to have, though, is a tutorial or a pointer to a right direction on how to set up this with a dedicated server.
I just set up a Ubuntu server the other day and I'm having a bit of trouble understanding how to make it a dedicated server for all the clients to connect to.
I already have a project with log in and registration available through MySQL database (login server separate from the game server I'm planning to run).
Thanks for the great product! Learning a lot going through the source!
EDIT: I would give a 6th star if possible since the support for this product is super fast and friendly!
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5
0
S
A Real Solution for your Network Needs
9 years ago
SynergiAios以前のバージョン 2.0.14 alpha で
Ask yourself a few questions:
1) Do you want an Asset that gives you control over everything including the dedicated server?
2) Do you want to get assisted rather then taken control of?
3) Do you want to be able to modify all to your needs?
4) Do you want perfect support from the creator directly?
If all these questions are answered with yes then this asset is the correct choice. With this asset you have full control of all, you obtain the source code, can host your own dedicated servers without buying further licenses, or do a direct P2P hosting if you prefer.
To calrify, this asset doesn't take control of your networking, it assists you in getting to a complete multiplayer solution. That is meant in a positive way. Many competitors try to help you in a way where they take full control of everything and as soon as you need something out of a standard use case, you are mostly stuck. Witch this asset, this will not happen because it only assists you and gives you possibilities. Keep this in mind, it is an asset to work with and not work upon it.
Modifying anything to your needs isn't a problem as the complete source code is delivered. It's logically structured and handled all via plugins, so a custom implementation is possibly anytime.
The support was already mentioned often in some reviews before and it was absolutely true. Fast, reliable and good acknowledge of my needs and the corresponding solutions. (as a side mark, the owner is actually able to talk in german too)
If you are someone who knows something about networking and want something that assists you in achieving a networking solution for your project, then pick it, love it, live with it and see, that not all assets are trying to picky pick your money after the purchase with additional services.
Awesome asset would totally rebuy it!
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3
0
高品質なアセット
11,000 種類を超える 5 つ星アセット
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8.5 万人以上の顧客による評価
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