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Resolved Different rooms instanses on server

Discussion in 'Lobby' started by Jicefrost, May 6, 2022.

  1. Jicefrost

    Jicefrost

    Joined:
    May 13, 2019
    Posts:
    40
    Hi all. Me and my friend created arcade networked game using Netcode for GameObjects. All physics and mechanics are working well. We got own server and can connect to it from our android phones. How can I create room system? example - i press a "search" button on client and as someone is doing the same -> we will get matched in a game. I think this is matchmaking system. I really don't want to remake whole game to photon, mirror etc because it is already done. Question is - how can I made this "quick match" with Netcome for GameObjects? :(
    1. As I downloaded new BossRoom demo (from april 2022) I see that it uses unitymultiplayer services its ok. but there is Button "quick join" after I press it error - "No accessible lobbies are currently available for quick join." how so?
    2. Can this button replace "quick search" ?
     
    Last edited: May 6, 2022
  2. luke-unity

    luke-unity

    Joined:
    Sep 30, 2020
    Posts:
    306
    I have moved this thread to the relay section. I hope someone here will be able to give more insights on how quick join works.
     
  3. Jicefrost

    Jicefrost

    Joined:
    May 13, 2019
    Posts:
    40
    about 1 I figured that I need to search for room on other PC
    about 2. Quick search is really a search - may I by scripts somehow made "quick search
    - if no rooms - quick create one random?
    - if have a room - join (this already made by quicksearch)
     
  4. calebatwd

    calebatwd

    Unity Technologies

    Joined:
    Jan 4, 2018
    Posts:
    2
    For point 2, that approach should work Jice128! QuickJoin is a handy way to get into a game, but it does require some extra scripting if you want to enable a universal "one click" approach for matching with strangers. At a minimum, that some stranger needs to have already made a Lobby. A flow that I've seen in games before...
    1. When a person clicks "quick play", the game should immediately try to QuickJoin 3-5 times over the next 5-10 seconds (may need tuning depending on how many players you typically have online waiting for games). We'll call this "searching".
    2. If QuickJoin'ing for a while doesn't succeed, the game client should then make a Lobby and others can QuickJoin into the new one. We'll call this "advertising"
    3. After another longer period, you can repeat this cycle.
    I've once heard this called "searcher advertiser" for peer-to-peer games, but internet searches don't seem to support that name being very common :confused:. If you want to modify it further, try introducing a 10% chance that a game-client immediately becomes an advertiser instead of a searcher at the beginning... in low-CCU games, that can help bring down QuickJoin times.

    We are also working on adding "Matchmake into a Lobby" support to our Matchmaking system. That will likely be an easier, more controllable solution for this challenge. I don't have a timeline ready today on when that will be available. When it is, I'll update this thread!