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Local Matchmaker testing

Discussion in 'Multiplayer' started by SpeakUpGames, Oct 30, 2015.

  1. SpeakUpGames

    SpeakUpGames

    Joined:
    Nov 25, 2014
    Posts:
    56
    The live version of the game will be using mm.unet.unity3d.com as the network's match host. However, when I work on this locally, I don't want to be using the production server. Is there an equivalent server on the Unity side for testing, or is there a way for me to set up my own relay server, perhaps on localhost?
     
  2. JeremyUnity

    JeremyUnity

    Joined:
    Mar 4, 2014
    Posts:
    147
    Hi SpeakUpGames,
    The domain int is supposed to do this but it's not working server side at the moment. I'll fix it up for an upcoming server release.

    The intention is when you set it to a specific value, only matchmaker functions inside that same domain will interact (for example only matches created with a CreateMatchRequest that have the domain set to 2 will interact with other list matches or join matches that also have the domain set to 2).

    For the time being i'd recommend adding another project to your organization in the service panel and using that to test, then changing it to your production value when releasing.
     
  3. SpeakUpGames

    SpeakUpGames

    Joined:
    Nov 25, 2014
    Posts:
    56
    Thanks, that should work in the meantime.