Croquet, the multiplayer platform for web and gaming, which took home the WebXR Platform of the Year award at this year’s Polys WebXR Awards, recently announced Croquet for Unity.
Effortless Networking for Developers
Croquet for Unity alleviates the developers’ need to generate and sustain networking code. By employing Croquet’s Synchronized Computation Architecture, server-side programming and traditional servers become unnecessary.
Users connect through the Croquet Multiplayer Network, which consists of Reflectors—stateless microservers located across four continents—that guarantee smooth and uniform experiences for gamers.
Synchronizing Computation for Flawless Multiplayer
At its essence, Croquet focuses on synchronizing not only the state but also its progression over time. By harmonizing computation, Croquet eliminates the need to transmit the outcomes of intricate computations like physics or AI.
It also eliminates the necessity for particular data structures or sync indicators for designated objects. As a result, crafting multiplayer code becomes akin to creating single-player code, with the full game simulation executing on-device.
Shared Virtual Computers for Perfect Sync
A shared virtual computer runs identically on all clients, providing perfect synchronization and giving each player a unique perspective. Lightweight reflectors can be positioned at the edge of the cloud or in a 5G network’s MEC, offering lower latency than older architectures.
In addition, synchronized calculations performed on each client will replace traditional server computations, resulting in reduced bandwidth and improved latency.
Unprecedented Shared Multiplayer Simulations
Croquet not only facilitates multiplayer development but also enables previously unfeasible shared multiplayer simulations. Examples include real-time interactive physics as a fundamental game feature, fully reproduced non-player character behaviors, and sophisticated player interactions that allow players to interact while the game is live.
Due to bandwidth limits and intrinsic complexity, traditional networks are incapable of supporting these simulations.
“Innately Multiplayer” Games With No Netcode
“Multiplayer games are the most important and fastest-growing part of the gaming market. But building and maintaining multiplayer games is still just too hard,” said David A. Smith, founder and CTO of Croquet, in a press release shared with ARPost. “Croquet takes the netcode out of creating multiplayer games. When we say, ‘innately multiplayer,’ we mean games are multiuser automatically from the first line of code and not as an afterthought writing networking code to make it multiplayer.”
Croquet’s goal is to simplify developing multiplayer games, making it as easy as building single-player games. By removing netcode creation and administration, developers can concentrate on improving player experiences while benefiting from reduced overall creation and distribution costs, a speedier time to market, and enhanced player satisfaction.
Opening Doors for Indie Developers
Croquet for Unity is created for a wide range of gaming developers, but it is highly advantageous for small, independent developers that often find it more difficult to create multiplayer games because of the absence of in-house networking and backend technical background.
Secure Your Spot on the Croquet for Unity Beta Waitlist
Developers can sign up for the Beta Waitlist to access the Croquet for Unity beta, launching in April.The Croquet for Unity Package will be available in the Unity Asset Store upon commercial release for free, requiring a Croquet gaming or enterprise subscription and developer API key for global Croquet Multiplayer Network access.