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Question by TheNoobieWaffle · Jun 12, 2017 at 02:39 AM · networkingsteam

Unity Subsystems

So apparently, UE4 has this ability to use steam for networking (host/join) on steam even if their game is not on steam. Googling "Steam Subsystem" leads me to UE4 at every turn. Is there any equivalent on Unity? Can I use steam as a means of connected players to one another? Like, players host their own game but instead of port forwarding or using nat punch-through, steam can be what makes two game clients recognize eachother?

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Answer by XxSimBaaxX · Jun 12, 2017 at 02:53 AM

u can use a database to let clients discover active sessions and join them, and u can use the UNet HLAPI for networking(host/join),thats the hard way but more efficient way, if u dont have a database u can use the services that unity provide for networking, they are called matchmaking, they cost about 0.49$ per GB. and thats the easiest and quickest way to achieve what u r looking for. matchmaking provides the database for clients to discover active sessions and join them also publishes the created sessions by players. personally, I use the custon database for many reasons, the main reason is that I want the database for not only host/join, I use it for storing player accounts and scores and other data stuff. I hope that helped :)

Hamza Odeh

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avatar image TheNoobieWaffle · Jun 12, 2017 at 06:07 AM 0
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Back a few months ago I tried using the HLAPI, and successfully made just a small multiplayer game with it. However, 1) I feel like I didn't have much control over the networking, and 2) the documentation was basically non existent. I'm not sure if that second part is still true, nor really the first part... but odds are not much is different in that first part that the way it was months ago. Anyway, point is I don't want to use the HLAPI. I made my own system using the TransportLayer and used RakNet to make nat punch through possible. So this makes two types of hosting possible: port forwarding, and nat punch-though (playing on the same LAN is possible but in this thread I am worrying about internet co-op). Neither of these methods works in all circumstances. A player will not be able to host a game using either method if they are on say a hotels wifi. You cant access the router to port forward, and it will (almost always) block a port from opening with nat punch-through. $$anonymous$$y only other option is to make hosting done on an actual server, and this is what I am trying to accomplish without the HLAPI. This is why I am asking if the S$$anonymous$$m thing works with Unity, which I do not believe it does, but I would be pretty happy if someone saw this thread and told me differently. Its looking like my only option is to delve into the world of server hosting that I have no experience with...

avatar image XxSimBaaxX · Jun 13, 2017 at 05:25 AM 0
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you can control everything with the latest updates and there is a massive documentation for the UNet HLAPI right now you have to check it out : https://docs.unity3d.com/ScriptReference/ (you can find them under UnityEngine -> UnityEngine.Networking)

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