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Master server in UNET
Hello everyone. I've knda new in game developing but about a week ago I started trying to create multiplayer game. At first I set up the old Unity networking following tutorials and got it working with master server hosted on my dedicated machine but I noticed that I have many "legacy function" warnings so I decided to make a research. I found UNET and find it a way better and I set up a little 3D-platformer game with all necessary features.
But still I have one question: how do I make a game to use master server to register and find other servers? I do not want relayed connections and all these cloud services kindly brought to us by Unity, I know about matchmaking but I do like the old system.
Will old system like this work?
MasterServer.ipAdress = "hostname.com";
MasterServer.port = 8888;
As there are so many new classes, structs and functions I doubt about it. Thank you for any help.
But... In these case won't I have different NetworkConnection and will methods like NetworkServer.Spawn(...) Work? Because even when I use $$anonymous$$asterServer I have a warning that this methods are deprecated, legacy. Are they compatible?
You cannot mix them but you can use them simultaneously (i.e. you cannot connect with the first and use the second's functions withing the first's connection. Actually I am not sure but it makes sense). $$anonymous$$ake a try if it works, it's cool!
These functions marked as deprecated because they will be deleted in the future releases (e.g. in unity 6 :) )
Brrr, no, I want to keep my project updated :). Well... I hope I can at least make my own matchmaking server. Anyway, I'm looking for a solution in UNET.
Thank you for your reply anyway
Answer by tanoshimi · Jun 27, 2015 at 06:25 AM
Sure - here's a rewrite of the old Master Server to work with uNet instead: http://forum.unity3d.com/threads/master-server-sample-project.331979/