MMO And UNET
Hi first of all I'm starting with networking in Unity and I have some questions, From my experience in order to make an mmo you need to have a Server.exe with server logic and a Client.exe which will communicate with the server, but with unet It's complicated because I could only make that the first game instance that is started is the host (the server) and it confuses me because I probably wouldn't want to run the dedicated server with a game instance in the future.
-Can some one point me how can I make unet work like what I described above (Server.exe and Client.exe)?
-If it's not how it supposed to work then how can I make an mmo in which the player starts the client enters his name login and POOF he's online?
If this is confusing you, you shouldn't be attempting to make an $$anonymous$$$$anonymous$$O.
well that wasn't helpful... I'm just making a test project in order to learn, and I do have experience in this field outside of unity. Now I'm trying to make a simple $$anonymous$$$$anonymous$$O and I needed someone to point me to a certain way to make it work with UNET with the Server Client pattern (not like the regular way people make which is the players can host a server) in a Unity project.
Yea... Dave has got it right lol.
You can make it so that the client always connects to the servers IP. Its in the Network$$anonymous$$anager.networkAddress and Network$$anonymous$$anager.networkPort
Then you just create a register and login scene and hook that upto your mysql database.
Answer by CastleIsGreat · Dec 30, 2015 at 01:57 AM
Well, in theory, the server should just be a beefed up version of the client, with extra abilities and control. My thoughts on networking so far (they may be wrong) is this. Essentially your server is just a client that tells other clients what has happened on it, and it gets its information from RPC's and synced data from clients.
So essentially Server.exe is just Client.exe but is a different build file, with necessary server functions that can send out information to clients...
Its not a case of $$anonymous$$$$anonymous$$O. In $$anonymous$$$$anonymous$$O server is different. Server handles 1000s of users while client handles just 1, but with graphics
Answer by g8minhquan · Dec 21, 2016 at 03:22 AM
I have the same issue with you. I imagine that running a server written within Unity with lots of graphic rendering library, physics, etc. would not be lightweight and easily scalable to serve thousands of clients at the same time. I'd suggest that you write the server application using other "pure" network libraries such as Photon Server, SmartFox Server and Socket.IO
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