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Question by DevMerlin · May 06, 2012 at 12:49 PM · networkingmultiplayermmopersistence

Multiplayer Persistant Gaming

I am looking to create a game that has registration, login, and multiplayer persistence. This is NOT a MMO, just a Multiplayer Online Game. It is lobby based, meaning players log in and get to a lobby, then select where they want to go, and I'd like to avoid having them start a server although that may be fine on the prototype.

Which networking solution would be able to best handle this? I have already tried Player.IO and found that it does not work on Unity Indie.

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Answer by nventimiglia · Jul 04, 2012 at 03:32 PM

For my prototypes my account's service uses PlayerPref's For live services my account's service uses a WebService back end.

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