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What approach do I need for persistent multiplayer game?
There is an amazing example to what I am trying to do, a game i once played on Facebook called Battle Pirates, basically if you click somewhere on the map to send your ship to that location and close your facebook browser, the ship will still travel there and stop there , so next time you open the game on facebook the ship is right there so is anything you did to your base or other ships.
So basically your base and your ships are still there visible to other players who want to attack even when you are not playing the game, you get an email notification saying that XXX player has attacked you .
I read about and seen demos about unet, but I have not actually begun doing basic multiplayer stuff in unet, before I start with unet, I wanted to know if it's supports what I am looking for or I need something else to use?
Thank you
Answer by shrey150 · Jul 10, 2017 at 02:10 AM
Unet would not be what you're looking for. Unity Multiplayer uses a room system, meaning that you would have to keep a room open perpetually for this to work. Additionally, you would need one huge room for all the interactions between all players, and UNet currently doesn't support a Massively Multiplayer approach like this. Either you'd have to use your own web server implementation or Photon Networking, which I believe has support for MMO style games.
do you know of any ideas or tutorial somewhere for implementing my own server for this purpose?, It's just the Unity part that is hard, not the web server part.
Thanks
It looks like SmartFoxServer 2X is what you need to build a $$anonymous$$$$anonymous$$O-style game like what you described. It supports Unity and looks like it supports a lot of features necessary for an $$anonymous$$$$anonymous$$O. You get up to 100 concurrent users in the free version, which should be enough to start.
http://www.smartfoxserver.com/products/sfs2x
Under the Resources tab, you can find the documentation and forums for help.
Best of luck!