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Is it possible to build headless tiny servers?

Discussion in 'Project Tiny' started by Arowx, Jun 18, 2019.

  1. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
    In theory would it be possible to build headless tiny game servers to run tiny multi-player games on web-servers?
     
  2. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
    Ok found this Blog post on the Wasmer project taking wasm to cached compiled server side code https://medium.com/wasmer/running-webassembly-100x-faster-️-a8237e9a372d

    Interesting use of caching to speed up the server side code via a range of compiler backends (LLVM, Cranelift, Single-pass)

    Currently limited to x86-64 architecture.

    The thing is Unity can build to IL2CPP so would we need a server with a compiler and Wasmer or just a server with the right OS/CPU for a Unity Tiny build?

    I can see the benefits of building to WASM and uploading it to a server regarless of OS and CPU that can just compile and run the service locally after checking the code is 'safe'.

    As opposed to having to install server side code that could be buggy and crash a remote server.
     
  3. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    123
    This is not a scenario we are supporting yet.
    Please check this blog post where we discussed a bit the future DOTS server runtime.
    More to come on this.
     
  4. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    8,194
    What about using Tiny headless does it's API coverage allow for server side development by developers keen to explore this aspect of the technology and take advantage of DOTS server side for simple multi-player games e.g. turn based?