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Question by Spinel · Oct 24, 2013 at 07:49 PM · networkingnetworkserverclient

Question regarding Server-Client approach in Unity

Hello everyone, I'm trying to start a MMO project and I love working in Unity, I'm getting better and better every day, but today I need some advices regarding networking in Unity.

To start, I alread did this Tutorial about Network Programming in Unity and it its working pretty well as a basic model of a Server-Client.

And I know that for MMO I would need to cover a lots of things like: adding scene, position prediction, chat system, database connection, and so on.. and the idea here is do that! so I'm not afraid of it.

  • The first question that I faced was:

Is this OK to have unity Rendering things in Server side? I picture of what a good server side would be and it's more likely to be a isolated prompt server than a Unity application (as its possible to do in the tutorial), where I could type admin commands and see its return, follow log scrolling and so on..

So assuming that I'm not interested in payed solutions, such as SmartFoxServer, Photon or uLink. what would be a good approach for the problem? is this a problem at all? I really just want some clarification on that. (for those searching for this question, and will use Unity app as a server, there is a way to run in linux, see this thread, but this is not I'm trying to find here also).

  • And its not good to work this way, here comes the second question:

How can I write a server side (in C++ for example) that would understand my game objects and help me with physics and return it to Unity clients (like an Authoritative Server) ?

Sorry for the confunsing questions, I'm free to explain it a bit more if needed, I think that an answer to this would be good to anyone that is trying to start what I'm trying here...

Thanks!

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