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Unity server-side physics, is there a cheaper alternative to uLink?
uLink supports Unity's physics server-side, but it comes with a "indie" price tag of 550€/title. Is there any kind of alternative that doesn't have you write your own physics engine?
This may include both using plain Unity and running it in the server somehow, or using plugins or stuff.
(I'm currently interested in 2d physics, but also supporting 3d would be better. Not that I think it matters: I strongly doubt there is a solution supporting one but not the other)
I'm aware of this thread, and it's totally unrelated, since it doesn't care about physics.
I'm not clear on the question - there's no difference between the server and the client in Unity. Just one has Network.isServer = true and the other has Network.isClient = true. Ok, there are more differences of course, but they're not important at this point. How you differentiate the server and the client, based upon those flags, is almost entirely up to you. At its simplest, the server runs identical code to the client but coordinates the sending of data between all the clients. The server can just be another player, with the additional task of said coordination.
Point being, the server runs physics code unless you tell it not to. It runs exactly like the client unless you tell it not to.
@Lyje I mean a dedicated server, without the graphics displayed, running from command line.
To my understanding that's just the same, it's just not drawing anything.
@Lyje great if that works, I'll have to try the -nographics
option, then, thanks.
One of the solutions to run server from command line is my FPShootNet under Asset Store. It cost €85.50; I am not sure it can be adapted easy to 2D. It care about the sort of physics as relaying movements at server level, the effects as particles for example are on client side. What you mean by "physics engine"?