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Should I worry about making an authorative server for an online multiplayer WebGL game?
Someone had asked Can you decompile Unity WebGL builds? awhile back and the answer gave me re-assurance. But I have little experience with hacking and preventing it so wanted to ask incase other hacking tools or methods which do not involve decompiling exist.
If such methods exist and I should make an authorative and dedicated server, which would you recommend?
Photon
SmartFoxServer
UNet
Custom
I originally started writing a custom server for learning purposes and ended up enjoying it. However, when I started learning about client-side prediction, reconcilation, and entity interpolation for physics-based games, I quickly reconsidered pursuing that route further.
If I don't need to worry about hacking with a WebGL build, I may still consider it since I can perform physics calculations on the client and use each client as the authorative entity for it's copy on other clients. This works just fine at the moment.
After doing more research, I stumbled across this UNET Server Hosting Tutorial and thought this would be an excellent way to do an authorative server. This essentially could act as a dedicated server and handle all of the phyics with ease for obvious reasons. I'd imagine creating two separate Unity projects and using the server one to handle physics while I use the client one to handle graphics and input. Any reason that this method would not work for a persistent online game?
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