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Playing with a multiplayer project

Got news from my friend working on the translation of my first novel: the heavy work is complete and we are now in the review stage. After that, I will make my own review, and then a second one, by an english speaker. Expect the book before Christmas! The profit will help to solve a few problems, including a weird health condition I suffer that forces me to eat three times every day. Also will fund my game project, based on the Elymuria universe, a nice and fun isometric RPG. By the way, if you can read spanish, there is no need to wait for translations, get the novel on Amazon.
But lately I have abandoned a bit my writing tasks, in favour of programming. It was time to return to my younger age, when I toyed with multiplayer projects. A friend asked my help with an interesting idea, and I I jumped head on into connected games with Unity. Not a nice experience, I have to say. But, as y boss says, if you learn something from it, then it is worth the effort.
I have invested two weeks trying to underestand Unity Transport, which is a low level networking API, and also learning to use Jobs, to make both client and server multithreaded. Eventually I will have to also learn ECS, because the high level networking API, Netcode, is being designed with Data Oriented Technology Stack in mind. At least some knowledge of hybrid ECS is recommended. To make things worse, working with multithreaded in Unity seems to demand some knowledge of the new Collections package, that implements NativeList, NativeArray, and some other data structures, with some specific restrictions.
So far, I have only managed to send basic packets to server, but I hope I will have a sort of working prototype in a month or so, featuring player movement and maybe, even updates propagation through several clients.

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