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How can I decide between uLink and Unity Network?
uLink is by far better than Unity Network, but it is missing one thing, Nat Punchthrough. With uLink networking if the server does not have a public ip it's impossible to connect to and thats a down for my game as I allow players to host their own servers, uLink has the proxy server for that, but that means a lot more latency and cost in hosting the servers for the extra bandwidth. With Unity, there is Nat Punchthrough so players can connect to others or host a server without opening ports, is this possible in MuchDifferent uLink? Which one do you think is better in my case?
I'm an Indie and the price of uLink does not matter, the only think that worries me is the price of the servers.
Answer by Kiloblargh · Sep 29, 2012 at 08:49 PM
There is one thing that NAT punchthrough does best : it fails. You would be best requiring people to have a public IP (which should just require that they be connected to Wi-Fi instead of the 3G network) to host a server anyway, as it will filter out the slower and more likely to drop hosts.
The thing is it is not just a public ip they need, they need to open their ports and I wonder if any common guy can go to their router and setup port forwarding, that's what I worry about.
Answer by Ashkan_gc · May 13, 2013 at 05:08 PM
It's not possible but you can ask them in forum.muchdifferent.com They are quite nice guys and if there is enough requests from licensees they will implement the feature but i generally agree that NAT treversal is not something which can be relied on.
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