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Official Accelerate multiplayer game development with UGS Multiplayer Solutions

Discussion in 'Netcode for GameObjects' started by BenjiM_Unity, Sep 20, 2022.

  1. BenjiM_Unity

    BenjiM_Unity

    Administrator

    Joined:
    Aug 8, 2017
    Posts:
    163
    2022_Multiplayer_Campaign_Launch_Blog-Banner_1230x410.jpg We’re excited to announce that our Multiplayer Solutions for Unity Game Server Hosting (Multiplay), Matchmaker, and Netcode for GameObjects are now launched to help you accelerate your multiplayer game development! There's also a new battle royale sample available, made in partnership with Photon, which is ready to scale with UGS Game Server Hosting.

    Check out our blog to learn about new samples, get a hands-on look at our multiplayer solutions in action, and learn how you can get started with $800 credit for your next project.

    Curious to learn more about what players around the world want from their multiplayer games? Check out our 2022 Multiplayer Report for key insights into the features and functionality players are looking for.

    Without giving away any trade secrets of course, what kind of multiplayer game are you working to develop? Is it an iteration on an existing multiplayer idea or perhaps something a bit more trailblazing?
     
    Last edited: Sep 20, 2022
  2. cerestorm

    cerestorm

    Joined:
    Apr 16, 2020
    Posts:
    656
    I'm creating a very simple turn-based strategy game where the players take their turns simultaneously. I made the odd choice of creating the lobby, rooms and individual game instances within the one game application, I'm not sure that was the wisest decision as it's a bit of a headache and I wouldn't want to go that route again, but I've learned a lot from doing it.

    It does lead to a question I wanted to ask. I've seen places mention NGO supports a limited player count. What sort of player numbers does NGO support and is there any particular reason why it won't scale beyond that?
     
    lavagoatGG likes this.
  3. itisMarcii_

    itisMarcii_

    Joined:
    Apr 5, 2022
    Posts:
    111
    The fastest answer would to look into that thread [link]
    PS: The (old) recommendation was ~64 Players [link]
     
    cerestorm likes this.
  4. CameronDWills

    CameronDWills

    Joined:
    Feb 26, 2021
    Posts:
    90
    I've built a cross platform PvP tactical strategy game using almost every Unity Game Service including Netcode for Gameobjects, and I've built 98% of the game entirely with Unity Visual Scripting as well. Hoping to launch it publicly on the app stores this month!

    No trade secrets either... I've developed an asset in the asset store that lets you use the Unity Game Services suite with Unity Visual Scripting so others can easily use the services without needing much programming experience! Multiplayer with Visual Scripting | Visual Scripting | Unity Asset Store

    The name of my game is Tactic Legends if you want to check it out, here's the links:
    Official website: https://tacticlegends.com
    Android beta test: https://play.google.com/apps/testing/com.WillsCreative.TacticLegends
    iOS beta test: https://testflight.apple.com/join/OnRQLDUN
    Steam: https://store.steampowered.com/app/1965070/Tactic_Legends/
    Discord: https://discord.gg/Qe47SpeFTx
     
    CreativeChris and cerestorm like this.