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Question by Rangr · May 16, 2017 at 04:28 AM · networkingmobilenetwork

Mobile Networking

Hello,

I'm working on a mobile game and want to make it multiplayer. I have next to no clue where to start though. Multiple example projects I downloaded had different ways of doing it and none were exactly optimized for phones. My main question would be: Is a server strictly necessary assuming that only 2 phones would be connected at any given time or could I get away with only using a server to connect the phones to each other then have them communicate directly?

Thanks

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avatar image SaurabhStudio · May 17, 2017 at 11:02 AM 0
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Have you gone though different multiplayer provider like :

1) GPGS

2) Photon.

using GPGS you can connect max 8 device at a time in a room.

avatar image Rangr SaurabhStudio · May 18, 2017 at 01:31 AM 0
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I honestly had heard of neither before now. Photon looks good. GPGS doesn't support iOS anymore which my $$anonymous$$m wants to release on as well as android so that's a downside. Unity multiplayer is another thing we're looking at.

avatar image SaurabhStudio Rangr · May 18, 2017 at 05:48 AM 0
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Yes unity multiplayer is awesome.

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Answer by Vandarthul · May 18, 2017 at 12:51 PM

Hello, @Rangr

I would recommend you to use Photon Engine over Unity Multiplayer. The main reason is when master client(client that created the room) leaves, the game will be terminated in Unity Multiplayer, but not in Photon. Also it has bunch of other stuff that can support your game needs.

Is a server strictly necessary assuming that only 2 phones would be connected at any given time or could I get away with only using a server to connect the phones to each other then have them communicate directly?

It's up to you. In Photon, you can have a custom server that will communicate players via Server(Authoritative Server) or you can use default Photon servers to create rooms for you and master client(client which has created the room and has authority to do stuff in the room) manages the game logic. As you might guess that second option is not secure at all, so there are no control logic to prevent people from cheating(there is an exception to that, please read further below).

If you choose the second option and want to have a custom-server-like behavior you can check out PlayFab. PlayFab is a backend platform where you can store player or title data, items, contents and bunch of other stuff. It also has Photon Add-on which implements itself to Photon Callbacks, this way you can secure your game up to an extend.

Hope these helps you a bit.

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