Awesome
kcp2k
C# KCP based on the original C kcp.
Works with netcore and Unity.
Developed for Mirror Networking.
Questions & support on Mirror Networking Discord.
Features
- Kcp.cs based on kcp.c v1.7, line-by-line translation to C#
- Heavy test coverage
- Fixed WND_RCV bug from original kcp
- Optional high level C# code for client/server connection handling
- Optional high level Unreliable channel added
Pull requests for bug fixes & tests welcome.
Unity
kcp2k works perfectly with Unity, see the Mirror repository's KcpTransport.
Allocations
The client is allocation free. The server's SendTo/ReceiveFrom still allocate.
Previously, where-allocation for a 25x reduction in server allocations. However:
- It only worked with Unity's old Mono version.
- It didn't work in Unity's IL2CPP builds, which are still faster than Mono + NonAlloc
- It didn't work in regular C# projects.
- Overall, the extra complexity is not worth it. Use IL2CPP instead.
- Microsoft is considering to remove the allocation.
Remarks
- Congestion Control should be left disabled. It seems to be broken in KCP.