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Scalability of Unity networking in 5.1
I am just getting started with a networked 2D Unity game and I was wondering if anyone had any experience with the Unity 5.1 networking tools and if they scale very well. I don't know that I would need that but I would hate to put the time into a tool set and then be more popular than I expected and have to redo it all. So I am wondering how the unity networking framework scales, load balances, and all that, or do I need to be looking at rolling my own or using something like Photon server if I think that I might need multiple game servers someday. General performance information would be helpful as well, thanks.
Your question is too ambiguous, difficult to answer. What do you actually mean by scale, define the conditions.
I mean add servers, do load balancing etc. IE I fire up a single server and things are great but then I get more users and outgrow the single server and need to start adding machines to handle all the requests and put them behind a load balancer of some kind. I am doing everything in Azure right now if that in any way changes the answer.
A side to this would be just general performance of the framework, if people have experience with it are they happy with the performance of it vs something like Photon server or writing something in C++ or something.
I hope that clarifies what I mean, it is really about adding and subtracting servers and the framework's ability to handle that, or if I am realistically going to be stuck to a single server machine.