• Best method for real-time MP
    4 replies, posted
I've never done any multiplayer at all with Unity I just want to make sure what's best in terms of certain multiplayer situations. I want a matchmaking system for PC with a large player base and it's real time I have access to teh Steam SDK, should I use the P2P on that or should I go with a Unity asset for networking? Or maybe a mix of both? Same thing with mobile but obviously no Steam SDK, what would be the best to use?
Different multiplayer has different requirements. A real time fps requires far far far more work than a turn based game or strategy game. Real time fps thing where bad networking is game killing, here is a demonstration why Fast If you are using unity there are some tutorials for this but I don't think they cover everything you need for the real time stuff
Please don't make another Battle Royale game. Look into PUN, I don't have any experience with it but I heard it works well.
I personally don't like using PUN, because I dislike cloud based hosting. You could always try UNET CE. It fixes a lot of stuff that's wack in UNET. https://forum.unity.com/threads/unet-hlapi-community-edition.425437/
What are your requirements? Do you also want per-user data like account level, inventory system, In-App Purchases, etc? If we are just talking about matchmaking service, then you have options like Unity Multiplayer (after the recent Unite announcement, wait for the Google Cloud-Unity collab instead), GameSparks, PlayFab, Photon as mentioned few posts above, or Nakama if you like to self-host and prefer Lua rather than Javascript. For game logic or whether its server-authoritative or dedicated or whatever its another matter. Steam SDK, in this case, is used in the creation of user account on matchmaking back-end and also for logging in. Providers like GameSparks have a API to connect to their service with a SteamID, and if no account exists, one can be created automatically (a boolean param) Replace Steam SDK with Google Play Games Services or Facebook SDK or whatever and it is still the same process. However, on mobile development, usually you auto-create an account on the backend with the DeviceID, and when players press buttons like [Google Sign In] or [Facebook Sign In] then the account linking happens. If you force user to register before playing and it is for iOS, Apple will reject your game.
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