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How many bandwith will take on 500 ccu?
I am making an multiplkayer fps game for android with 4 levels so I was thinking that how many bandwith will 500 or 1000 players daily will take as now you have to pay per 0.49 per gb so how much will take how much will i be charged per month
Well.. no information about the game provided, how do you expect anyone in the world to give you any kind of guess? $$anonymous$$ake your game, run it and see how much it needs.
Right, also keep in $$anonymous$$d that Unity has deprecated it's multiplayer services already. So you shouldn't really use it for a new project.
Off-topic, but is there any official / recommended alternative?
If anybody have know. Please give response for above question. We have also required information regarding this.
Seriously, run the game and see for yourself. There is no better way. You could try to measure what exactly is taking your bandwidth, if you need more specific data
People always misunderstood how UNets ccu worked. The ccu limit was a limit for testing in the editor. When you go live there is no ccu limit. Once live you had to pay per used bandwidth, no matter how many users.
However this is all irrelevant. You only had to pay for traffic your game causes in their matchmaking service and the relay servers. If you didn't use them you didn't have to pay anything. The matchmaking was the lobby system they came up with so people can find the games of other players. The relay servers where used when people couldn't connect directly to the host due to NAT routers in between.
Though the main reason why this is irrelevant now is because Unity has deprecated UNet and their services. Especially for new projects. AFAI$$anonymous$$ currently UNet can still be used but not their services. Though it's officially deprecated. They say they work on another alternative system so in the future UNet will be removed anyways.
About how much traffic your game demands per user is soley up to your game. Unity had the online UNet price calculator which gave you a rough estimate how much traffic a certain amount of users would cause in typical game situations. In the end you always just pay the used traffic. Real time games are the most demanding games. However the traffic usually doesn't increase linearly the more users are in the same game. For example 2 players in an fps game the host has to send out the position information for two players to one client. However when you have 3 users the host has to send out the position information for 3 users to 2 users. So in the first case we get "2 position packets" that are sent out, in the second case we got 6. So the amount of data has trippled even the player count has only changed from 2 to 3. Of course you might be able to optimise the data overhead in case of large maps where you can omit the data for players far away / not visible. However that's quite tricky to pull off.
After all, like @Panga$$anonymous$$i said, the only way is to actually measure how much data your game sends. Benchmarking is the way to go. Nobody can tell you how much traffic YOUR game will produce.