Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 11 Next capture
2021 2022 2023
1 capture
11 Jun 22 - 11 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
0
Question by Babacool1105 · Jul 28, 2015 at 12:37 PM · mobilenetworkhttpasynchronousbackend

Backend solution for asynchronous game

Hey,

I am developing currently an asynchronous freemium game. It's like a monster collection (Puzzle and dragon for instance) : requiring network once to launch a dungeon, and at the end of the dungeon, so you can play offline while in the dungeon. So mainly to having leaderboards, to prevent cheaters, and to tracks users.

I have already did a little search about what backend solution to use. Lots of results say to use HTTP request, so having a webserver. Is it a good way to do ? I have no idea how to optimise the calls, to manage multiple servers etc.

Also, there are a bunch of clouded solution like Photon. These seem to be nice as i will not have to worry about the administration/maintenance of the server (I have not a great skill at this domain). However, it seems also a too big solution because they are built for realtime games, with room and lobby ..

So I need your advice. Thank you !

Comment
Add comment · Show 2
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 Babacool1105 · Jul 30, 2015 at 01:11 PM 0
Share

Ty for answering

You use a server, like Apache ? The same you use to host a website ?

And you create different php for different functions, like a page beginDungeon.php and endDungeon for instance ? And use json object to send/get data ?

And on server side, how to know if the data(time to complete, points, life, exp...) retrieved is not corrupted/cheated data ? (memory editing or packet)

avatar image EnriqueL · Jul 30, 2015 at 01:28 PM 1
Share

Yes I'm using an Apache server, and I also use JSON for the messages, I use a field in the JSON called topic, so I know what type of message is, and I can use only one PHP. I use $$anonymous$$D5 to check if the data I received is the correct one, it's no the best and more secure option, but it's very useful.

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by EnriqueL · Jul 30, 2015 at 11:06 AM

I've been doing games similar to yours for a year, i'm using a PHP server, using WWWform(POST) in unity is one of the easiest solutions you can have, you can send the user the data before goes into the dungeon, and when it finish retrieve the data like the time to complete, points, life, exp... or whatever. I'm not the most expert in that matter, but it's a good way to make this kind of games, and remember to check the users connection before send messages, if they lost the connection during the game show a info panel at the end so they can activate the connection and send their score to the server.

I'm using an Apache server, and I also use JSON for the messages, I use a field in the JSON called topic, so I know what type of message is, and I can use only one PHP. I use MD5 to check if the data I received is the correct one, it's no the best and more secure option, but it's very useful.

Comment
Add comment · Show 1 · 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 Babacool1105 · Jul 30, 2015 at 01:39 PM 1
Share

Ah okay, thank you, I think I will use the same method.

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Network strategies for smartphone games 2 Answers

How to network a game for two players? 0 Answers

How can I connect PC(Unity program) with Mobile Dvice(for Android)? 3 Answers

Networking Question about Activating/Deactivating Server, I need a logic path 1 Answer

Question regarding unity mobile multiplayer game 0 Answers


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