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Question by Aubrey-Falconer · Feb 07, 2010 at 05:34 PM · networkingoptimizationserverheadless

Optimizing Headless Servers

I have dynamically load balanced Unity headless servers for my game running on a "small" Windows Amazon EC2 instance (1.7GB of ram). Whenever I launch more than 20 or so servers, things start crashing with "out of memory" errors.

The servers are extremely simple - there are no graphics or cameras, minimal logic, and they are run headless.

I know that Unity iPhone Pro includes Build Stripping - is there anything like this for the desktop version? What techniques should I use to optimize the memory footprint of my Unity servers? How many should I be able to run?

I would be glad to share the Unity project folder for my server if anyone would find it useful.

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Answer by Ashkan_gc · Mar 07, 2010 at 08:40 PM

you can seporate different games in different network groups and send messages between them easily. each game would be in one group and groups should not intersect with each other. you should create the mechanism yourself.

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Answer by Russ Menapace · Feb 07, 2010 at 07:08 PM

Maybe you could implement coroutines inside your server process that let each instance handle more than one game, thereby reducing the overall footprint.

How did you make unity run headless? That's always been mysterious to me.

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avatar image jashan · Feb 07, 2010 at 11:27 PM 0
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-batchmode command line parameter during startup. That finally works on Windows as well (has been on $$anonymous$$ac for a while).

avatar image Aubrey-Falconer · Feb 08, 2010 at 03:53 AM 0
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I would love to do this, but I am not aware that it is possible since I am currently using Unity's builtin networking which can only open one connection at a time. Coroutines couldn't circumvent this limitation, could they?

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