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Hosted dedicated servers - First steps forward: feedback and questions

Discussion in 'Connected Games' started by BHouse, Sep 13, 2018.

  1. BHouse

    BHouse

    Unity Technologies

    Joined:
    Jan 10, 2018
    Posts:
    22
    In a September ‘18 blog post, we shared more details about the long-term vision for Hosted Dedicated Servers at Unity, as well as some details about our first steps forward that will be available in alpha soon.

    This sticky post will stay up-to-date with blog posts and talks that are relevant specifically to the the future of server hosting and orchestration at Unity. Here’s the list that exists today:

    Talks
    Blog posts
    If you have feedback and questions specifically about our new dedicated server hosting and orchestration solutions, please post here to ensure the support team and developers dedicated to this topic see and respond.
     
    optimise and Joe-Censored like this.
  2. Tiny-Tree

    Tiny-Tree

    Joined:
    Dec 26, 2012
    Posts:
    1,226
    in this video :

    its explained that there will be solutions for turn based (level 2) mobile games server aka not realtime, . is it possible to know any plan about this ? what solution will be used? server within unity ? open source or baas ?
     
  3. BHouse

    BHouse

    Unity Technologies

    Joined:
    Jan 10, 2018
    Posts:
    22
    Hi Tiny-Tree; we're focused initially on solving challenges for the "L3" space, and we haven't decided exactly which method is best to implement L2 games.

    The typical set-up is a fast / real-time database to pass game-state back and forth, with potentially some on-demand cloud functions that run to provide server authority for commonly-hacked logic. That said, we are open to other possibilities.

    I'll turn the question back to you - what are you hoping we do?
     
  4. Tiny-Tree

    Tiny-Tree

    Joined:
    Dec 26, 2012
    Posts:
    1,226
    i would hope for an open source level 2 server, that is made by industry specialists as a boiler plate for any kind of social games. same as the matchmaker developed with google and unity.
    for api something like having a basic rest api with db connectors that we would call from client through sockets/websockets to make it fast and full duplex and allow to receive notification from server to client.

    having an administration panel would be out of scope and restrict its development for user by fear of breaking things

    it could be run on unity and ecs but i guess it is better in the end to have that project written in go or for node js.

    No need for extra features like: clans, daily reward, achievements, because its really specific per game and out of scope and it would be better to focus on modularity, plugin implementation to help user made ecosystem of server plugins that would be sold on asset store for example
    • simple example/boilerplate of how a successful game would have made its social backend that we could build upon
    • something that could scale vertically or horizontally without too much effort for at least 10 k concurrent users on a single instance which is easy to do with a single node server
    • an unity sdk that is ready for ios/android/webgl ( extremely important)
    • can be run on our own cheap vps

    here is few example of what is available as open source:

    Parse Server:
    its a good solution, cheap to host but overly complicated, too much features, not good for small indies.

    Nakama :
    ready for prime time, its cleaner and more easy to work with it than parse but to get the multiple instance feature require to buy it at an undisclosed price, simple to maintain and expend upon
     
    Last edited: Sep 14, 2018
    BHouse likes this.
  5. chrisk

    chrisk

    Joined:
    Jan 23, 2009
    Posts:
    122
    Hi, I'm really dying to know what the new network library will look like. We should have something on our hand by now as it was promised during United Berlin but there is hardly any information.
    I'm really concerned if it's developing so that it can scale up to ~100s of players. The followings will not matter much if we are making network game for ~10 players also. Any brute-force method will work.

    Joachim said that Unity wants to make the best networking library and I was really excited to hear it.

    Anyway, before we can give our feedback, we need something to review first.
    I hope you guys can share it before it's too late, once it's out the door, it will be much harder to change.

    Without more information, I can only ask what I expect from the best network library. The followings are what I expect from what the best dedicated network libary should do when sending packets.

    • Whom to send: Everyone, Owner(client can own the object), Team members and etc.
    • What to send: Various Filtering Setup depends on distance, priority, visibility and etc. (delta bit compressed)
    • How often to send: Depends on the importance and moving speed, the frequency of sending the packet should be configurable.
    • Reliability: Both reliable and unreliable. Basically, movements are unreliable and everything else needs to be reliable.
    • When to send: Once at the initialization?, or whenever it becomes dirty?

    If it supports the feature above, it can be used not only for FPS games but probably all games. Many games will not need such sophisticated filterings but they can all benefit reducing the size of network packets.
    Yeah, there is deterministic stuff but I heard that you guys having little problem supporting now and I fully understand. It's much harder to do with the heterogeneous network environment. And of course, people want MMORPG but with exception of the persistency, the fundamental network layers are the same. And the persistency has nothing to do with the network itself.

    ECS has lots of potentials and I think it can get us the most performant network library, period. I just hope it also flexible enough so that it sends the optimized data that are absolutely necessary at the each sends instead of sending duplicated data blindly because reducing the size of network data will play a very crucial role in scaling up.

    Thanks for taking my opinion into consideration in advance I'll wait for the good news.

    Cheers!
     
    moco2k likes this.
  6. optimise

    optimise

    Joined:
    Jan 22, 2014
    Posts:
    242
    1) Will free Personal license Unity user able to use free tier to try and test before shipping game? And what's price for each plan?
    2) Is there currently any server available now that able to store and load persistent player data meaning that super fast storing and retrieving player data?
     
    Last edited: Sep 20, 2018 at 10:53 AM