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Question Cannot find the dots settings in Project setting

Discussion in 'NetCode for ECS' started by Bagazi, Aug 30, 2023.

  1. Bagazi

    Bagazi

    Joined:
    Apr 18, 2018
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    609
  2. NikiWalker

    NikiWalker

    Unity Technologies

    Joined:
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    Hey Bagazi! You're right that it's slightly misleading. These settings are under `Project Settings > Entities > Build`. We'll improve that documentation based on this feedback, cheers!
     
    Last edited: Aug 30, 2023
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  3. Bagazi

    Bagazi

    Joined:
    Apr 18, 2018
    Posts:
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    And what's the difference between these two settings when compiling standalone: Client/Client&Server? In what scenarios are they applied?

    I'm personally thinking that for a published game project, the executable version should be consistent. Whether it's running as a client or a server should be determined dynamically by the player, is that right? Or am I misunderstanding it?
     
  4. NikiWalker

    NikiWalker

    Unity Technologies

    Joined:
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    This dropdown determines whether or not you want the resulting client build to support hosting their own server (in-process in the client build).

    If yes, set Client&Server. If no, set ClientOnly.
    With this use-case, you'd build the client as Client&Server, so that at runtime, users have the choice. Some game developers may want to strip servers out into:
    • DGS only, thus players should not have access to server executables or functionality.
    • A separate server exe that is shipped alongside the game exe.

    Details from the doc page:
    • A client-only build. The UNITY_CLIENT define will be set in the build (but not in-editor).
    • A client/server build. Neither the UNITY_CLIENT, nor the UNITY_SERVER are set (i.e. not in built players, nor in-editor).
    For either build type, specific baking filters can be specified in the DOTS project setting, to allow you to customize which assemblies you include.
     
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