Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Ashkan_gc · Aug 04, 2010 at 12:46 PM · networkingmultiplayermmo

implementing server side logic

we want to create a multiplayer game using a back end server other than unity's own networking features. we want to know about others experiences. how should we implement this? we don't have any of unity's features like collision detection and scene data and physx.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

3 Replies

· Add your reply
  • Sort: 
avatar image
2

Answer by jashan · Aug 05, 2010 at 07:53 AM

There's various backend / middleware technologies you could build upon, like

  • Photon
  • SmartFox

If you really need collision detection and scene data in your backend server, you might consider having an actual "game server" in addition to your "networking server". I've outlined a possible architecture for such an approach in Porting Unity Networking to Photon (it's a forum posting in the Photon/ExitGames forums).

The idea is to use a Unity standalone game server that connects to your back end server and handles some of the things that would be very difficult to implement from scratch. Main problem there is latency because obviously you add some latency if the game server has to "check back" with a game server running on another machine (and you'd like want to have to run it on a separate machine so you can scale more easily). Well, for the details, check out the link.

I haven't implemented this solution, yet ... so I can't say for sure how well this will be working, yet.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Ashkan_gc · Aug 06, 2010 at 07:09 AM 0
Share

thank you Jashan! i think unity's next big step is to create a great backend server. one of us should create a feedback ticket and send it to others to vote. the ideal solution is something like $$anonymous$$$$anonymous$$O engine's backends. exitgames is doing something but they don't share much info. my only hope was that if you tested that solution :)

avatar image jashan · Aug 06, 2010 at 01:49 PM 0
Share

Actually, I really don't see the point in UT entering the $$anonymous$$$$anonymous$$O backend server market. UT is creating a great game engine but $$anonymous$$$$anonymous$$O backends are a completely different story and market that really has nothing to do with Unity at all (except that you could and likely will use Unity for the client). I think it's best if they stay focussed on what they do: Deliver the best tool for creating game clients for all kinds of different devices. Of course, one can use a Unity standalone game as server service, too ... but has nothing to do with $$anonymous$$$$anonymous$$O backend server middleware, either ;-)

avatar image
1

Answer by Ashkan_gc · Sep 20, 2012 at 03:26 PM

Well! Lots of time later, back to my own question from a google search.

Now we are using unitypark suite (uLink) for doing our MMO. It can have unity logic on the server. It has network load balancing and storage backend with a no sql database and lots of other great features.

take a look if you are interested www.muchdifferent.com We have articles on MMOs and backends on our blog and learning materials section on our own mindhammergames.com website.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Orionark · Mar 19, 2012 at 07:53 PM

I've been experimenting with using the actual PhysX SDK and PhysX.NET as a wrapper for C#, and then using the UnityEngine assembly to make sure the code base is shared between server and client. This approach also could potentially allow me to run server software on a Linux machine, as it doesn't rely on Unity much at all (as soon as I strip out the dependency on Unity's math primitives).

If I make some good progress I'll write a tutorial chronicling what I'm doing. It's been pretty straight forward so far. Unity uses PhysX 2.8.4 as its physics engine, so you can get the PhysX 2.8.4 SDK to run a simulation serverside that matches Unity. I'm using Lidgren as my network library for communicating back and forth, and it's very easy (and powerful).

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Unity networking tutorial? 6 Answers

Photon Unity Network 1 Answer

LAN MMO Networking Technology 1 Answer

MMO server side programming 0 Answers

Multiplayer Persistant Gaming 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges