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Difference between Unity MultiPlay and PlayFab

Discussion in 'Multiplayer' started by zeroBudget, Aug 29, 2021.

  1. zeroBudget

    zeroBudget

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    Sorry for the dumb question.

    I plan to implement leaderboards, and in app purchasing in my game. It is to my understanding that I can just save inventory locally - it is easier to hack that way, so I need some type of secure server solution.

    Additionally, I plan to make an online multiplayer game in the future.

    I know that PlayFab handles all of that. But I also know that Unity has a solution for multiplayer called Unity Multiplay: https://unity.com/products/multiplay

    May I ask, what is the difference between the two solutions, as it pertains to multiplayer gaming? Is one noticeably recommended? Are the the same type of service? etc.?
     
  2. zeroBudget

    zeroBudget

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  3. Neto_Kokku

    Neto_Kokku

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    The focus of Unity Multiplay is hosting dedicated servers for multiplayer games. It doesn't do the "game backend/database" which is PlayFab's main draw.

    PlayFab does have server hosting as well, but I don't have enough information to compare against Multiplay.
     
  4. zeroBudget

    zeroBudget

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    Thanks. They seem similar then; hosting servers for games is something that they do - execept it seems PlayFab uses the cloud?

    Do you know if most game developers use both, or which one of the two they use, by any chance?
     
  5. Neto_Kokku

    Neto_Kokku

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    Both use cloud hosting. When I say "dedicaded server", what I mean is instances of a special build of your game which is meant to host real-time multiplayer matches.

    These server instances last only as long as your matches do, and the whole point of using a service like Multiplay or PlayFab dedicated server hosting is for it to spawn/shutdown these on demand.

    A dedicated server is not where you store leaderboards, inventories and such kind of permanent data.
     
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