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Third Party can I use photon as a dedicted server ?

Discussion in 'Multiplayer' started by Deleted User, Jun 15, 2014.

  1. Deleted User

    Deleted User

    Guest

    I want to do 1 vs 1 matches in my game, can I just use photon 100ccu version to connect players as they look for a match with another player, then disconnect them both from photon cloud server to make room for more players?

    I could just write a dedicated server in unity right? but the reason I'm asking this is because I heared photon is more easy, is it right?

    also I know photon has like 5 locations you can connect to (asia, europe, us, etc...), does it mean when a player connects to my photon cloud server he connect automatically to the location that's near him?
     
  2. Deleted User

    Deleted User

    Guest

    Ok I really don't understand, to acheive non limit users that can play 1 vs 1 (I don't want the 101th player who joined the game to be rejected) I can't use photon right?

    I need to make 1 player host the game and 1 player to connect to him, and a server to manage all of the players right?

    how do I begin writing such a server? is there a plugin I can use?
     
  3. chrisall76

    chrisall76

    Joined:
    May 19, 2012
    Posts:
    667
    A dedicated server is a computer that host the servers that the player plays on. You could write a dedicated server solution, but you would have to have a computer to be able to host that 24/7, and then you have to deal with locations. So Photon is a better deal since they already do all that for you. For locations, I'm sure it only shows players servers in there area when you have it list them out, no clue on that. But when a player creates a server yes it does auto connect them to a region.

    Now if your not looking for a dedicated server and just a player hosted server, you'll have to use Unity's networking or the many others out there.
    http://forum.unity3d.com/threads/24...w-generation-of-networking-solution-for-unity!

    For player hosted servers you have no limits since the player is doing the work.
     
  4. Tiny-Tree

    Tiny-Tree

    Joined:
    Dec 26, 2012
    Posts:
    1,314
    if you go with photon, it cant create a server in unity(player hosted server)
    but you can let player have a redistribuable server.exe
    an other solution would be to have a BAAS service like Kii or IOS multiplayer matchmaking or other for example that can handle big amount of players in matchmaking, make the party during gameplay short to quickly release photon slot, temporise them on the BAAS matchmaking interface.

    else you have BOLT or TNET for unlimited player hosted into unity ( you will need a lobby)
     
    antenucciaugusto likes this.
  5. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    3,018
    Hosting on some random user's device is usually not the best idea. It's OK for testing but in real life, players often won't be able to connect to every host (due to network limitations, ISP configurations, etc) and hosts will drop more often than with a dedicated server.

    All but the 100 CCU subscriptions in Photon Cloud allow for overage. This means: Even if your subscription is limited, we will allow more users to connect and play for a while. Only if you explicitly don't agree to upgrade your subscription in that case, we will switch on a hard limit (but you have the choice).

    100 concurrent users are a lot. You might have 10000 installs first.

    One on one games are not a problem and you don't have to make either a host or anything.
     
  6. Goregaming

    Goregaming

    Joined:
    Sep 6, 2012
    Posts:
    243
    I can help with scripts I give out my networking scripts for free. PM me if you'd like one. What I will not allow is crediting my work to yourself. Otherwise, that's it.
     
    KAYUMIY likes this.
  7. mansoor090

    mansoor090

    Joined:
    Feb 18, 2018
    Posts:
    13
    hello! need moving (non static) map synchronization tips