DOTSNET
  • Documentation
  • Overview
    • Installation
    • Recommended Reading
    • Platforms
    • Changelog
  • Examples
    • Benchmark
    • Chat
    • Pong
    • Physics
  • User Manual
    • Migrating from Mirror
    • Authoring
    • Server & Client Worlds
    • Selective System Authoring
    • Dependency Injection
    • NetworkMessage
    • NetworkServerSystem
    • NetworkClientSystem
    • NetworkIdentity
    • NetworkComponent
    • PrefabSystem
    • NetworkReader/Writer
    • Bitpacking
    • Authentication
    • Interest Management
    • Transports
    • Networking & Burst
    • Networking & Jobs
    • Compression
    • Utilities & Extensions
    • Unity.Physics Support
    • Hybrid Renderer V2 / URP
    • Benchmarks
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  1. Overview

Platforms

DOTSNET is pure Unity/C# and generally works on all Unity platforms where DOTS/ECS is supported.

ECS is known to be still unstable on some platforms like Android.

Sockets can be platform specific. By default, DOTSNET uses kcp over a simple C# UDP socket. This works on all platforms except:

  • WebGL: which needs Websockets. Mirror has a Websocket which could be ported to DOTSNET easily, but it's way too slow to keep up with DOTS/ECS.

  • Consoles sometimes provide custom socket libraries under NDA.

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Last updated 4 years ago