Fish-Net: Networking Evolved
  • Introduction
    • Getting Started
    • Showcase
      • Upcoming Releases
    • Legal Restrictions
    • Pro, Projects, and Support
    • Business Support
    • Branding
  • Manual
    • General
      • Unity Compatibility
      • Changelog
        • Development Road Map
        • Major Version Update Solutions
      • Development
      • Performance
        • Benchmark Setup
        • Fish-Networking Vs Mirror
      • Terminology
        • Miscellaneous
        • Communicating
        • Server, Client, Host
      • Transports
      • Add-ons
        • Edgegap and other Hosting
        • Fish-Network-Discovery
      • Feature Comparison
      • Upgrading To Fish-Networking
    • Guides
      • Frequently Asked Questions (FAQ)
      • Creating Bug Reports
        • Report Example
      • Technical Limitations
      • Third-Party
      • Getting Started
        • Commonly Used Guides
        • Ownership - Moving Soon
        • Step-by-Step
          • Getting Connected
          • Preparing Your Player
      • Components
        • Managers
          • NetworkManager
          • TimeManager
          • PredictionManager
          • ServerManager
          • ClientManager
          • SceneManager
          • TransportManager
            • IntermediateLayer
          • StatisticsManager
          • ObserverManager
            • HashGrid
          • RollbackManager (Pro Feature)
        • Transports
          • FishyWebRTC
          • Bayou
          • FishyEOS (Epic Online Services)
          • FishyFacepunch (Steam)
          • FishyRealtime
          • FishySteamworks (Steam)
          • FishyUnityTransport
          • Multipass
          • Tugboat
          • Yak (Pro Feature)
        • Prediction
          • Network Collider
            • NetworkCollision
            • NetworkCollision2D
            • NetworkTrigger
            • NetworkTrigger2D
          • OfflineRigidbody
          • PredictedOwner
          • PredictedSpawn
        • Utilities
          • Tick Smoothers
            • NetworkTickSmoother
            • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
          • BandwidthDisplay
          • DefaultScene
          • PingDisplay
        • Authenticator
        • ColliderRollback
        • NetworkAnimator
        • NetworkBehaviour
        • NetworkTransform
        • NetworkObject
        • NetworkObserver
      • InstanceFinder
      • Ownership
        • Using Ownership To Read Values
      • Spawning and Despawning
        • Predicted Spawning
        • Nested NetworkObjects
        • Object Pooling
      • Components
      • NetworkBehaviour
      • NetworkObjects
      • Attributes, Quality of Life
      • Remote Procedure Calls
        • Broadcast
      • SyncTypes
        • Customizing Behavior
        • SyncVar
        • SyncList
        • SyncHashSet
        • SyncDictionary
        • SyncTimer
        • SyncStopwatch
        • Custom SyncType
      • Observers
        • Modifying Conditions
        • Custom Conditions
      • Automatic Serializers
      • Custom Serializers
        • Interface Serializers
        • Inheritance Serializers
      • Addressables
      • Scene Management
        • Scene Events
        • Scene Data
          • SceneLookupData
          • SceneLoadData
          • SceneUnloadData
        • Loading Scenes
        • Unloading Scenes
        • Scene Stacking
        • Scene Caching
        • Scene Visibility
        • Persisting NetworkObjects
        • Custom Scene Processors
          • Addressables
      • Transports
        • Multipass
      • Prediction
        • What Is Client-Side Prediction
        • Configuring PredictionManager
        • Configuring TimeManager
        • Configuring NetworkObject
        • Offline Rigidbodies
        • Interpolations
        • Creating Code
          • Controlling An Object
          • Non-Controlled Object
          • Understanding ReplicateState
            • Using States In Code
            • Predicting States In Code
          • Advanced Controls
        • Custom Comparers
        • PredictionRigidbody
        • Using NetworkColliders
      • Lag Compensation
        • States
        • Raycast
        • Projectiles
    • Server Hosting
      • Edgegap - Official Partner
        • Getting Started with Edgegap
      • Hathora
        • Getting Started with Hathora
      • Amazon Web Services (AWS)
        • Getting Started with AWS
    • API
Powered by GitBook
On this page
  • General
  • Compatibility
  • How to Install
  • Component Settings
  1. Manual
  2. Guides
  3. Components
  4. Transports

FishyRealtime

While FishyRealtime is free under MIT license, Photons Realtime Transport is subject to their own service charges and license.

General

FishyRealtime is a conversion Transport that allows the Realtime Transport from the company "Photon" to work with FishNet! This transport will allow you to utilize Photons Realtime Multiplayer Services as well. Like their Relay services and matchmaking.


Compatibility

System
Supported?

Windows

Fully Supported

MacOS

Fully Supported

IOS

Fully Supported

Android

Fully Supported

Linux

Fully Supported

Xbox

Fully Supported

PlayStation

Fully Supported

Nintendo

Fully Supported


How to Install

Please visit the official GitHub link for Installation and Usage instructions.

To reiterate, This transport does depend on installing the Photon Realtime Transport Separately.


Component Settings

  • Photon APP ID: The app id of the Photon Realtime product.

  • App Version: The version of the product(Game), only clients with the same version can connect to each other.

Default Room Options

  • Max Players: Default max players.

  • Is Visable: Whether Room is Visiable to Public Room List.

  • Is Open: Whether the room is public or private.

  • Connection Protocol: Connection Type.

  • Region: The Region the Server is hosted on.

PreviousFishyFacepunch (Steam)NextFishySteamworks (Steam)

Last updated 1 year ago

Main:

https://github.com/REIO7200/FishyRealtime