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Welcome to Forge Networking Remastered, we would like to personally thank you for electing to become a part of our journey into Networking systems and Software as a whole. You are here because you have become a premium supporter of the Forge Networking project!
Here for the Code API?
Here for the Video Tutorials?
First, we would like to thank you so much for supporting Forge Networking over the past two years and we are proud to bring you Forge Networking Remastered!
Forge Networking Remastered (FNR) is a re-imagining of networking for Forge. We took everything we learned, all the feedback we could get and we started from scratch on FNR. We kept some of the helper classes such as ObjectMapper and BMSByte as those were optimized classes just for generic network data transfer. Secondly, we started FNR with the thought of Web Sockets and WebGL in mind. Though (at the time of this writing) WebGL support is not officially complete, we are working very hard to solidify this platform (mainly in relation to Unity integration and limitations). Thirdly we wanted to completely remove any kind of reflection "magic" that was in the system. In place of reflection, we opted for generated class files and code, this makes debugging and tracking execution much easier to maintain and test.
See the getting started docs for installation instructions and tutorials.
For everything related to Forge, please join the official Discord Everyone is super helpful and the whole community is based on here.
Getting Started
Network Contract Wizard (NCW)
Remote Procedure Calls (RPCs)
Unity Integration
Basic Network Samples
Scene Navigation
Master Server
Netcoding Design Patterns
Troubleshooting
Miscellaneous
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Connection Cycle Events
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Rewinding
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Network Logging
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Working with Multiple Sockets
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Modify Master and Standalone servers
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NAT Hole Punching
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UDP LAN Discovery
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Offline Mode
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Ping Pong
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Lobby System
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Upgrading Forge Remastered to Develop branch or different version
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Forge Networking Classic to Remastered Migration Guide
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Script to easily use Forge Networking from sources
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Run Two Unity Instances with Shared Assets for Easiest Dedicated Client Workflow