Networking

Access to core networking functionality can be obtained by using this.context.connection from a component. The built-in backend serveropen in new window requires users to be connected to a room.

Networking is currently based on websocketsopen in new window and sending either json strings (for infrequent updates) or flatbuffersopen in new window (for frequent updates).

Source code for networking is at engine/engine_networking.ts.

Using Multiplayer

  • Enable Networking
    Add a SyncedRoom component.

  • Enable Desktop Viewer Sync
    Add a SyncedCamera component.

  • Enable XR Avatar Sync
    Add a WebXRSync component.

  • Enable Voice Chat
    Add a VoIP component.

Note: these components can be anywhere inside your GltfObject hierarchy. They can also all be on the same GameObject.

Core Components

  • SyncedRoom — handles networking connection and connection to a room
  • SyncedTransform — handles synchronizing transforms
  • SyncedCamera — spawns a prefab for any user connected to the room which will follow their position
  • WebXRSync — handles synchronization for AR and VR users
  • VoIP — handles voice-over-IP audio connections, microphone access etc. between users
  • Networking — use to customize server backend url

Manual Networking

🏗️ Under construction

Sending

Send a json message to all users in the same room:
this.context.connection.send(key:string, data: IModel | object | boolean | string | number | null)

Send a flatbuffer binary array to all users in the same room:
this.context.connect.sendBinary(arr:Uint8Array)

Persistence

When sending an object containing a guid field it will saved in the persistant storage and automatically sent to users that connect later or come back later to the site (e.g. to restore state).
To delete state for a specific guid from the backend storage you can use delete-state as the key and provide an object with { guid: "guid_to_delete" }

Receiving

Subscribe to json events / listen to events in the room using a specific key
this.context.connection.beginListen(key:string, callback:(data) => void)
Unsubscribe with stopListening

Subscribe to flatbuffer binary events
this.context.connection.beginListenBinrary(identifier:string, callback:(data : ByteBuffer) => void)
Unsubscribe with stopListenBinary

Auto Networking (experimental)

To automatically network fields in a component you can just decorate a field with a @syncField() decorator (note: you need to have experimentalDecorators: true in your tsconfig.json file for it to work)

Example:

import { Behaviour } from "@needle-tools/engine"
import { syncField } from "@needle-tools/engine/engine/engine_networking_auto";

export class AutoFieldSync extends Behaviour implements IPointerClickHandler {

    @syncField("myValueChanged")
    mySyncedValue?: number = 1;
    
    private myValueChanged() {
       console.log("My value changed", this.mySyncedValue);
    }
    
    onPointerClick() {
       this.mySyncedValue = Math.random();
    }
}

Flatbuffers for your own components

🏗️ Under construction

Built-in Networking on Glitch

When deploying your app to Glitch, we include a simple networking backend that is great for prototyping and small deployments (~12-20 people at the same time). You can later update to a bigger/better/stronger networking solution if required.

Limitations

  • approx. 12-20 people maximum – afterwards the tiny Glitch server instance becomes slow

How to upgrade to a stronger server

🏗️ Under construction.

How to use your own networking implementation

🏗️ Under construction.

How to change from the default ICE/STUN servers used for VoIP

🏗️ Under construction.