Are you sure you wanna go this way? Remember that 3D Rad doesn't have NAT punchthrough for networking, therefore you'd need to have a dedicated server/relay with a public IP address for everyone to connect to. Otherwise, it'd be impossible.
Please, seriously reconsider the multiplayer part of this game before starting work on the networking. It's already hard in Unity and is not any easier in 3D Rad. Even if you do manage it, there's still that NAT problem, which you can't do anything about as the API is too limited for anything to be done.
@powersupersport I'm fully aware of how to setup the networking and port forwarding, puch through would be nice, but not needed in my case. And i do plan to run a dedicated server. I'm not sure if i plan to allow others to run servers yet.. it's a basic game, and probably wont see much use soooo.
EDIT: And to the public IP, not exactly cause i can also use a redirecting service that prevents me having to expose my IP and even allows my IP to change without causing problems.
@tinsoldier, Fair points, but manual port forwarding doesn't always work due to how the ISP infrastructure works. Your forwarded port doesn't always match the port that is coming out with your public IP address.
It's not about if the game is meant to have much use. In the end, you're making an MP game. You do want at least some satisfaction by playing with someone. The frustration is real when trying to figure out why players are unable to connect.
Anyway, if the port forwarding does work though, then most of the problems are gone. So if you nail this one, props to you