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Unity Networking - Clients scattered around scenes
First I'd like to say I KNOW there there is tons of questions asked about this everywhere, and I know it's hard to give an estimated answer to this. The most default answer I've heard it can support is about 30 players in one scene, meaning that every player position needs to be send to every client in the scene.
I've got that feeling that sending player positions are using a lot of bandwidth, therefore reducing the player count. Does this mean that if players are scattered around a couple of scenes it would increase the max player amount? OR is this default player amount (30 clients) for the whole server itself?
I'd like to hit maybe about 100 players, in a real time game sending more packets than a FPS but not as accurate (targeting system, no projectiles and so on). The game will have similar features to a MMO (factions, shops, etc) which means that I still need those basic messages to be send.
Do you guys think this is possible, or am I flying in a totally other reality :)?
Did you actually try to use Unity networking for clients on multiple scenes? I'm 90% sure it is not possible.
No, I wouldn't start before getting answered. Didn't know it wasn't possible.