Roadmap
Steam P2P is still under development. While we do not have an exact completion date set, we aim to have it ready for release in a couple of months, featuring all the features in the completed and under development sections in the initial release. Features listed as under consideration may be implemented in the future, but are not planned for the initial release. If you wish to request a feature, or you would like us to prioritize one, please email us at Contact@KaijuSolutions.ca.
The initial release of Steam P2P will aim to be compatible with Unity 6.1 and 6.0, with support for older versions still under consideration.
Completed
Standalone Networking
- Allow for sending data over the underlying Steam P2P networking layer.
- Provide a sample implementation.
Netcode for GameObjects Integration
- Support host migration with distributed authority.
- Support standard client-server architectures.
- Provide an easy means to sync a Steam player's ID with the ID assigned by Netcode for GameObjects.
- Provide a sample implementation.
Multiplayer Play Mode Integration
- Test up to four players in the editor.
Editor Windows
- Provide editor windows to do the following:
- Search for lobbies and join them.
- Browse friends and join or invite them.
- View information about the current lobby.
- See current members, allowing owners to ban them.
- See current metadata, allowing the owner to set it.
- See current member metadata, allowing every user to set their own.
Developer UI
- Support all features of the editor windows in a runtime UI.
Setup Wizard
- Provide a window to easily handle the installation of dependencies.
API Documentation
- Fully commented API documentation.
- Detailed in-line source code comments.
Under Development
Latency and Packet Drop Simulator
- Test different latencies and packet drop rates in the editor.
Mirror Integration
- Support standard client-server architectures.
- Provide a sample implementation.
- Investigate if a one-size-fits-all host migration implementation is possible.
- Investigate if any other helper methods, such as ID syncing, are needed.
Fish-Net Integration
- Support standard client-server architectures.
- Provide a sample implementation.
- Investigate if a one-size-fits-all host migration implementation is possible.
- Investigate if any other helper methods, such as ID syncing, are needed.
Purrnet Integration
- Support standard client-server architectures.
- Provide a sample implementation.
- Investigate if a one-size-fits-all host migration implementation is possible.
- Investigate if any other helper methods, such as ID syncing, are needed.
Manual Documentation
- Provide detailed guides of all core features and implementations.
Under Consideration
ParrelSync Integration
- Allow for using ParrelSync for testing multiple editor instances.
- Ensure multi-editor networking works.
Integration for Other Networking Libraries
- Investigate other popular Unity networking libraries.
- For any library added:
- Support standard client-server architectures.
- Provide a sample implementation.
- Investigate if a one-size-fits-all host migration implementation is possible.
- Investigate if any other helper methods, such as ID syncing, are needed.