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Is there a similar solution to UNET pay per traffic with Multiplay?
Hello,
I want to create a very small multiplayer game and currently deciding on which network topology and game engine would be best to use for it.
As I have only created mods for other games so far this is a new process for me.
To better understand I'm gonna talk about the technicalities of my game:
Scale: The game will have a very small scale.
There will be only 2-4 players per lobby/session.
This will most likely also be the total number of concurrent players at any given time as the game will be mostly for me and my friends/friends of friends.
The game would only be played occasionally so a lingering 24/7 server/service would be not be needed.
There would be no need for any kind of random matchmaking as the game will mostly be played only among friends/people who know each other.Latency/Bandwidth: The game will not be a fast paced action game.
It will be rather simple and slow paced (almost turn based) therefore Latency up to 500ms shouldn't be problem.
Since there will be only 2-4 players and not many actions performed bandwidth needed should be minimal.Cheating: Doesn't need to be prevented in this multiplayer.
There wont be anything you could gain from cheating as the game also will be CO-OP.
And as mentioned the game will mostly be played only among friends/people who know each other.Other: Join-in-progress will not be needed.
The game will be 3D.
Cross-platform support will not be needed it will be Windows PC only.
With this being said the UNET Multiplayer service would have been perfect as you only paid per traffic used by Unity Matchmaker and Relay servers.
Now with UNET being depreciated and the migration to Multiplay I am not sure if something like this is still possible?
On their website Multiplay has no information on a solution like this.
Paying a set price for a 24/7/365 DGS would really be overkill in my case?
Any info would be greatly appreaciated.
Answer by Bunny83 · Oct 29, 2019 at 03:18 AM
I'm not sure what exactly you're looking for. You seem to be interested in a hosting / relay service. Though this has little to do with the actual networking solution. The hosting / matchmaking / relay service is not required as long as you take care of those yourself. You can host your game server simply on your own PC and have the other players connect to you. You can either tell them your current public IP address (which of course can change, often once a day, but it could even stay the same for months), or use some kind of domain name service (there are many free ones like dyndns). Of course in both cases you have to add a port forward rule to the router config where the server should be hosted so it's actually reachable from the internet.
Instead of manually sharing the IP and adding port forwarding you could also use a VPN network like Hamachi. So it's like all your players are playing locally.
If you're asking what actual networking solution you should use, that highly depends on your actual data, sendrate and the reliability requirement. Though if your game isn't too complex, directly using .NET sockets should work in most cases.
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