• 8 Vote(s) - 4.88 Average
  • 1
  • 2
  • 3
  • 4
  • 5
S:GC Windows Alpha test and Website migration update
#1
Hello everyone, thank you for taking part in alpha testing yesterday.  There's some things I need to address with you all.  Heart

Firstly, let's all collectively come together and say screw you HostGator.  Angry
For those of you who don't know, HostGator is the platform we use to host ZeoWorks.com.  They've recently made greedy changes which reduces the amount of resources a website can have so they can increase profits.

This means during our alpha testing yesterday, there was many times the website went down.
Years ago our website could handle larger amounts of visitors than yesterday, but because of HostGator's changes, it couldn't.

We will be switching website host provider as soon as we can, however this is a lengthy process in order to migrate our existing website to new servers.

Secondly, onto the alpha test (for Windows).  For those of you who follow development livestreams, you're aware that we do tests almost every livestream via WebGL (web browser).  Over the many many hours we code and test together on livestreams, we have a pleasant uninterrupted experience with no networking issues at all, even when crowding a single room with 60 players.  However, this can't be said for the Windows build.

For some reason (specifically for Windows builds of S:GC) there are huge network spikes that never existed in any of our prior testing.
I spent hours on stream last night debugging, and found nothing was wrong with the code, this is actually more specific bug on the Unity 6 Engine.  Mirror (the networking library we use) has absolutely zero complications on WebGL, but on Windows there are known CPU spike complications.  This is why WebGL tests yesterday (and every single stream prior) resulted in a flawless experience, whereas Windows had many complications.  The spikes come from how specific libraries compile on the Windows platform.

Thank you Unity3D for having game breaking bugs, you're only a billion dollar company, so no one expects you to iron these bugs out on your flag ship engine prior to launch -sarcasm-.  I'm honestly surprised the Unity Engine has these issues on Windows, given that Windows is the dominant gaming platform.

With that said, I'm writing workarounds within Mirror to fix what Unity3D has not. Cool
These issues are resolvable, but they shouldn't have existed in the first place.

Thirdly, the Launcher.  Users report false positive anti-virus reports due to it being a freshly made exe written inside of Visual Studio.
These reports will become less as more people download the launcher.  However, it might be in everyone's best interest to cancel the launcher for S:GC and have traditional .zip downloads like we did for S1, S2 & S3.  You guys will need to vote on this. ?

Please remember that this is not a game launch, this is an alpha test, and bugs are expected.
The point of the alpha is to fix things prior to any beta or full release, but none of us expected Unity 6 to have complications with a Windows build of the same working game tested extensively on WebGL.
  Reply


Messages In This Thread
S:GC Windows Alpha test and Website migration update - by Sean - 12-14-2025, 07:40 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)