Roadmap
An overview of what we're working on and what's coming next, roughly in priority order from top to bottom.
- PurrLobby V2
- Network LOD
- PurrDiction sample
- Host migration
- Client owned scenes
- PurrVoice (WWise support)
- Deterministic physics for prediction
- Predicted Animator
- Network Transform V2
- Network visualization tooling
- Network Pipe logic (local transporting layer to components)
- PurrVoice (FMOD support)
- Easy network conversion tools (Components)
- Easy network conversion tools (Code)
- Full game sample (w. source code)
- Addressables support (scenes, objects, RPC's)
- Async serialization (async packing)
- Epic Games Transport (EOS)
- Network Any Asset
- PurrNet Plug-n-play voice chat
- Plug-n-play prediction components
- Compression of prediction
- Modularized delta compression
- Code-stripping
- Network Profiler tool
- Improved logging
- Lag compensation component (collider rollback)
- Predicted state machine
- Client Side Prediction
- Delta serialization
- Easy packet compression
- Authentication
- Plug n' play lobby setup
- Free relay for easy development testing
- Auto network object pooling
- Nesting network modules
- Steamworks Transport
- Auto networked state machine
- Auto Sync Component
- Returnable/Awaitable RPCs
- SyncList & SyncDictionary & SyncHashset
- SyncTimer
- SyncEvent (Auto network invoked events)
- Auto serialization
- Awaitable Coroutines