Topic: So what is Multiplayer like in UFE2.0?

I noticed UFE 2.0 multiplayer should be better than 1.8 because of rollback netcode, but how exactly does multiplayer work in UFE2.0?

In 1.8 I believe multiplayer required 2 players manually enter an ip address to connect to each other and play remotely.  Does this still hold true in UFE 2.0?  Is there some kind of new lobby system?  Is there some sort of photon integrations? Is there some sort of elo/rank system set up to ensure players are fighting other players at a similar skill level?  Is there some sort of lobby system that automatically matches you up with another player who wants to fight?  Is there a some kind of friend request system you can push a button and it sends a link to a friend and requests to download the game and fight them? 


I have a decent fighting game up on the google playstore with version 1.8, but I really don't want to spend time updating, and spend the buttload of money for source version of 2.0 if multiplayer requires different parties to manually enter IP addresses to connect to each other.

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Re: So what is Multiplayer like in UFE2.0?

I haven't brought 2.0 but according to the UFE 2.0 standalone demo, there is matchmaking that is handled by Photon, and this page for converting projects from 1.x to 2.0 (http://www.ufe3d.com/doku.php/global:ne … ting_to_20) shows that you can use either UNet or Photon for handling matchmaking, you don't have to use direct IP connection as the only means of connecting to an opponent.

Things such as ranking systems and friend request systems that you mentioned could be coded in by yourself or with the assistance of third party assets, these are not included out of the box.

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