Networking Woes: MTU and Packet Loss

Our game, Gravitas: The Arena, is using a custom high-level networking solution built on top of Lidgren.Network.  We’ve had a few lingering networking bugs for awhile now that have gotten buried under other priorities.  Today I sat down to try to solve all of them, and luckily enough managed to do so.

Aside from a few minor bugs, there were two remaining major issues that I wanted to address today:

  1. Intermittent, extreme packet loss over LAN
  2. Packets not coming through before a notable delay over the internet when using UDP hole punching (but not Hamachi)

Continue reading “Networking Woes: MTU and Packet Loss”

Optimizing Networked Strings as a Prebuild Step

Lately, I’ve been working on a fast-paced VR multiplayer shooter game in Unity with some classmates. Since we’ve had negative experiences with UNET in the past and knew we would need to optimize the netcode pretty carefully if the project was to play well, we decided to build a custom networking layer on top of the fantastic Lidgren UDP library. Most of my time has gone into building the networking layer from the ground up (which has been a total blast). Continue reading “Optimizing Networked Strings as a Prebuild Step”