It's been a while but repeatedly saying "I'm fixing multiplayer, it's going ok..." gets old fast!
Moving from Mirror to Unity's official Netcode for GameObjects (NGO) has been tough and I have hit only a few limitations.
Moreso, I've found that I've stripped out huge amounts of netcode that was serving limitations in Mirror. With the limitations gone, I could rethink some ways I did things.
The big one was parenting. Although not perfect, and has limitations, it is useable, where Mirror just says no.
I've also found the support being excellent. The spotty support from the volunteers at Mirror could be hit and miss. I don't blame them - they're volunteers, they're not being paid for their spare time. However, I can't hang on two weeks for an answer about whether something is a bug or a feature.
I'm currently reducing the effects of lag by implementing very simple prediction and reconciliation. I want the client to have a snappy, sharp feel, even under a 300ms lag.
I've also stepped up marketing with a new
Twitter account and
Discord. I will need to do more player-focussed content soon and make a steam page. It's still a little early.
Thanks all for the continued support, I do love coming back to read through other people's games.