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Several Unity Multiplayer questions
Hey guys,
So I've looked through the Unity Multiplayer tutorials and I have a few questions regarding its nature.
If Unity Multiplayer is essentially pear to pear (one of the players is the server), why does it cost money per GB of information? Doesn't the information just flow between the players and all the Unity server is doing is match making?
The tutorials talk a lot about keeping some functions safe and only be activatable by there server. But if the host of the room is the server, doesn't that mean that one of the players in each room has a free pass to easily cheat?
If one of the player is the server and that player quits. Does the game disconnect, or does someone else gets server privileges? If someone else becomes the server, can you please explain how that happens in more detail? And if the game disconnects, is it possible to somehow change that? (having one of the players be in control of whether the game is played or not, seems bad.
If you have any more information regarding the Pear to pear (or server) nature of Unity Multiplayer, please send it my way as well. I'd love to have more information on the subject before I start working with it.
Thanks
Your answer
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