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Setting up Backroll with Epic Online Services

Open jososide opened this issue 4 years ago • 2 comments

Having a version of Backroll setup with EOS that would allow for Rollback Netcode with crossplay on Unity games would be the next step in making Rollback a more mainstream friendly option in regards to deterministic game development

jososide avatar Mar 03 '21 17:03 jososide

Ultimately this is reliant on the following:

  • Seeing if Epic has support for purely P2P connections in Epic Online Services,
  • Are these features accessible in the current C# SDK?
  • How difficult it would be to implement this into HouraiNetworking.
  • Are there any legally binding terms if linking against the SDK?

These are also non-blockers but something worthwhile to bring up:

  • Packaging: Is Epic's SDK usage OK with us redistributing it via a Unity Package Manager repository?

james7132 avatar Mar 04 '21 00:03 james7132

Seeing if Epic has support for purely P2P connections in Epic Online Services, -They have a nat p2p interface.

Are these features accessible in the current C# SDK? -Yes

How difficult it would be to implement this into HouraiNetworking. -It doesn't look particularly different then most network libraries.

https://dev.epicgames.com/docs/services/en-US/Interfaces/P2P/

Are there any legally binding terms if linking against the SDK? -The EOS is a plugin and you aren't linking against it.

Packaging: Is Epic's SDK usage OK with us redistributing it via a Unity Package Manager repository? -No you can't the SDK requires client credentials to authorize.

nykwil avatar Mar 04 '21 05:03 nykwil

At this rate, please use UnityGGPO, I'm more focused on maintaining the Rust version of this library than the Unity C# one.

james7132 avatar Nov 16 '22 01:11 james7132