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Question by BlackThunder4 · Jan 07, 2018 at 08:42 PM · multiplayermultiplayer-networkingmatchmakingserver-hosting

What can you do with the multiplayer-system?

Hi,

I want to make a multiplayer game. (basically, a platformer, where 2 people run against another in real-time). But I don't really know how the Unity-Multiplayer service works.

I want to let the server do the matchmaking - The player presses a "Play" button and the server automatically handles everything and matches him with an opponent with similar points, etc. (to ensure that no very good player is matched with a beginner)

I want to "run" the game on the server. Let's just use an example: Clash Royale is a Card game, where you place down troops which fight against your opponents troops. Like question no. 1, the server handles all the matchmaking, and the game "runs" on the server - so nobody can cheat by just changing the variables on their device (with apps like Game-Guardian, Game-Killer, etc.). Changing the variables stored on the device doesn't affect the opponent because all important variables are handled by the server (the game on the "hacker's" device may crash, but that just lets the "victim" win).

It would be good to adjust the server capacity quickly, let's say the game gets very successful and I have to change the capacity to more players fast.

Should I use unity's server or some other company? I have heard of good review of Amazon but isn't the best service for unity-games, unity itself?

Also, I have read something about 119$ for 100 players. That sounds a little overpriced. How do big companies with hundreds of millions of downloads handle this?

EDIT: I have another question: Does the multiplayer system only support games, or is it possible to store the players' data, like points, money (again as a "hacker"-protection)

Thanks in Advance, Sebastian

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