Make the new editor online multiplayer
Is your feature request related to a problem? Please describe. I would like to be able to make games live with other people.
Describe the solution you'd like Give the new editor the ability for user's to connect to each other over the network or internet and make games together.
Describe alternatives you've considered Many.
Additional context This feature should work along side version control. People connected to each other should not be able to execute version control commands of other people.
That is very ambitious. Does any existing game editor do that already? Maybe you could eleborate more in details how this should work? What would be the minimum. Most likely, you would need a team of developers to bring such a feature.
SuperPowers game engine does. but it's a html/typescript engine.
You have a server someone hosts and when someone connects to them it downloads the project. Anything someone does is put into a queue and executed on the server.
The minimum would be syncing asset files on save and loading them when opened. The ideal would be directly streaming asset changes.
why is working with git/source control not sufficient? if someone edits assets the other can download them through source control lfs
I believe, the use case above suggests to take it to the next level, whatever way it's done, so multiple designers/developers can share "faster" without manually fiddling with updates. Regardless, we don't have resources for that and most likely if we have had we would allocate them to other epics. I will update the title of this issue once we have more input from others 🙂.
For what it's worth, I think OP is trying to point at multi-user editing, often called collaborative editing. There's a still-somewhat-experimental feature plugin for Unreal Engine 5 that implements it, and I believe it's supported by the HeroEngine platform tools too, but since their website now requires a login to do literally anything, I can't say for sure.
Last I tried to use it, UE5's implementation has one editor client working as the server, usually the primary, or a full client-server setup, and it was extremely beta. Needless to say, the infrastructure for this isn't trivial to implement.
Thanks for chipping in. Interesting re UE5. I can imagine how it would be helpful in some scenarious. Yes, the implementation and ongoing maintaince such infrastructure wouldn't be trivial. At least a conversation on such a subject can show us how big is an interest 🙂.
Visual Studio and VS Code both have a feature called "Live Share", which is essentially this.
I believe it should even work with Stride projects, although Stride's editor wouldn't work.
I think it works by having the project only on the host side, and downloading individual files as they're opened on the client side.
Errors, syntax highlighting, building/compiling, and debugging is all done on the server-side, with file-changes and various commands being send to the server as needed.
This is just how I think it works, mind you. Looking at Live Share might provide some inspiration.
Personally though, I'd rather see those resources directed towards other stuff.