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Unity 3D Networking questions (About master servers)
Hello. When I use Unity 3D Networking and make lists to show servers that are up and not port forward and use Hamachi (master server), does that mean that I'm using the Unity 3D Server? Like does the Unity 3D team run it? What is it using when it means master server? I want to learn what the master server does when I use it on my scripts. How it shows up on my server list. Can you describe it in a easier way to understand? Thanks(future tense)
Answer by Kiloblargh · Jul 02, 2013 at 05:03 AM
Yes. It is using the one at Unity HQ by default unless you give it the address of another private master server. You are only supposed to use the default one for testing, not for a finished game.
You can download the Master Server and Facilitator and build and run them on your own computer at home or on a paid VPS host. In theory, at least- I was never able to get my own master server working and instead wrote a set of PHP scripts to do the same thing with an SQL database.
Thanks. You saved my ass. I was thinking to put it into a finished game... Thanks bro.
Can't I make a server.exe? Like make it in Unity? So that if people want to make their own servers, they can just run it? Basically like $$anonymous$$inecraft servers.
O, I think I know the answer! $$anonymous$$ake the game using direct connect. Then, when you create a server on a port, you open the port. Then, you can just join the IP, without using VPN, right? Can I edit the port on the script for direct connect so that when there's another game using the same port, when someone using the other game puts in someone using my game's server ip, that they don't join it? It's hard to understand I know.
I said VPS, not VPN. Rented rackspace. I think you're still pretty confused. Every Unity game has the option to be a server, or a client, just by the command Network.InitializeServer and Network.Connect. Both take an IP and a port. There's no problem with all instances of your game using the same port; they should in fact. So, you just need to know the IP of someone running the game as a server to join it as a client. It doesn't matter if you get that IP by telegram or carrier pigeon or remote viewing. The only thing you absolutely NEED the $$anonymous$$aster Server (actually the Facilitator) for is NAT punchthrough. However the the most common word to follow the phrase "NAT punchthrough" is "failed." So I don't $$anonymous$$d limiting my multiplayer to people who have a reachable public IP.
I know, I was just bringing up an idea. I know VPS and VPN is different. I was just saying I could add a server and client type multiplayer like $$anonymous$$inecraft...
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