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Question by Trusty · Feb 02, 2017 at 09:54 AM · multiplayernetworkmultiplayer-networkingrts

Best server solution - RTS

Hello there ! I'm going to start a new project ( rts's like ) from scratch and my question is maybe a bit innocent :

I made my own search and hesitate between several network solutions including Photon, DarkRift and Gamesparks, assuming I need an authoritative server: Does anyone have advice or experience to share ?

Also, and here is the innoncent part, why is everybody searching the best solution to work with ? Is the Unity NetworkBehaviour a bad way to do it ? And if so, why ? According to the doc, unity include an authoritative server system.

Thanks in advance for you time and answers :)

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Answer by GameSparks_Clare · Feb 28, 2017 at 04:53 PM

Hi @Trusty,

GameSparks is #1 BaaS (back end as a service) platform that allows you to build all your server side tools for your game with ease. We provide you with some out of the box feature like match making, leader boards, virtual good management, real time multiplayer and many more all which can be customised to suit your game.

Rts would be fairly straight forward using RT. You only need to send packets when a unit gets a move order or hits something. That's how age of Empires, Command and Conquer and Starcraft did it. If you want an authoritative server then you can keep every thing in the cloud, unit stats etc

You can find more useful info here: https://docs.gamesparks.com/tutorials/real-time-services/real-time-game-example.html/

If you have any questions on using gamesparks please do not hesitate to contact support via https://support.gamesparks.net/support/home where we can respond to you quickly and directly.

Clare

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