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Player hosting the game with Unity Networking
Hello guys! First I apologise for my bad English. There are many guides and tutorials about Unity Networking, but what I want is to let the player host the game themself. I think probably there is nothing to do with master server as long as the player is hosting the game.
Basically what I want is to let the player who create the room host the entire game. A game can consist of 4 players for example.
Is it called as "dedicated server"? I'm not really sure. So, is it possible to let the player himself manage all bandwidth within his game, how can I done that?
Answer by tanoshimi · May 31, 2015 at 08:42 PM
Sure - no need for Master server, PUN, or anything else - everything you need is in the built-in Network class. Just get the host to call Network.InitializeServer() to start the server. Then have clients connect to it with Network.Connect().
hey, how i connect external players from internet? i just got the local connections, but external connections not working. :( Any ideas? i dont wanna user an $$anonymous$$asterServer ou Unity Server or any other, i want use the Players hosting with one more external player from world internet.
For players connecting from the external internet, they will very likely need to use NAT punchthrough. Unity's relay severs abstract this process for you, but you can run your own relays or just trust players to use whatever punchthrough you provide them.