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Networking framework for Entitas ECS. Targeted at turnbased games or other slow-paced genres.

License: MIT License

C# 100.00%
autosync c-sharp client-server codegenerator csharp ecs enet entitas entitas-csharp entity-component-system game game-development gamedev generator multiplayer networking sync unity

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entitas-sync-framework's Issues

Send bitmask to represent datatypes inside packet

Currently server sends packet to each client each tick with those ushorts:

  • Count of commands, commands serialized length
  • Count of created entities, their serialized length
  • Count of removed entities, their serialized length
  • Count of changed components, their serialized length
  • Count of removed components, their serialized length

Meaning I send 20 bytes even when all of those counts is 0.

Will add bitmask as a first byte, that way when client will unpack packet - he will know what datatypes to look for.
In other words if there is nothing to send - we will send only 1 byte from server. (In turnbased games this is the most common case)

Crash on macOS

Hi, I've tried to run SampleScene from this repo without any changes on macOS, it starts the scene, but when I click Setup Server and then Start - it throws me out from Unity (same with the client)

Unity 2017.1.0f2, I've tried using mono, Net Standard, Net 4.X and IL2CPP.

Error generating an APK

I am using the Git example to export to Android. However, it does not work.

I've tried using mono, Net Standard, Net 4.X and IL2CPP.
The BitBuffer class of the error in the FromSpan method.

Have you generated an APK? I'm using Unity3D 2019.2

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