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Third Party Mirror multiplayer room based dedicated server

Discussion in 'Multiplayer' started by NamelessGames_, Apr 9, 2020.

  1. NamelessGames_

    NamelessGames_

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    Posts:
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    Hi guys,
    I'm working on a game that has a multiplayer room based, like mobas or Warcraft III. Differentrly from Warcraft III, I would not like that players could host on their devices, I'ld like that all rooms would be hosted on a dedicated server instead.
    I know Raspberry could be not so good, it would be only to start and learn.
    So, is host many rooms on a single dedicated server possible with Mirror? How could server understand which room a player would like to join? How could server start same game for different player groups?
    Could you give me any advices/tutorials/indications?
    Thank you <3
     
  2. mischa2k

    mischa2k

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    Sep 4, 2015
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    Check out the rooms example that comes with Mirror :)
     
    Ahmet_Dem likes this.
  3. NamelessGames_

    NamelessGames_

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    Room example is not what I'm asking for. I'ld like to know how make a dedicated server (it has not to be a player) an host for multiple rooms.
    Dedicated server has only 1 public ip, so how can it make connect many player groups to different games having only 1 ip where players can connect?
     
    LiLyDarcy likes this.
  4. mmvlad

    mmvlad

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    You can use different ports for different instances.
     
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  5. NamelessGames_

    NamelessGames_

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    This is a good idea, I've only a doubt: would be it performant?
     
  6. mmvlad

    mmvlad

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    Using ports doesn't influence performance. If your server has enough resources then you will have no problems.
     
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  7. Ahmet_Dem

    Ahmet_Dem

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    Feb 21, 2020
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    @mmvlad How do I do that? I have a dedicated server from AWS. I am using the NetworkRoomManager from mirror. When I join the server with 2 clients and ready up, it doesn't create a different room. So 2 new client can also join the same game on the server. Using different ports look like a good idea for a dedicated server. However I need help setting it up.
     
    Last edited: Nov 2, 2020
  8. Agilapathy

    Agilapathy

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    Jun 29, 2018
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    Don't mean to necro here, but I am having the exact same issue right now, if anyone can be of assistance.
     
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  9. gamevanilla

    gamevanilla

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    A bit of a shameless plug, but we recently released Dedicated Server Kit to help with running Mirror on a dedicated server (including game room and matchmaking facilities). It also uses the approach mentioned in this thread of having an independent port number for each game room.
     
  10. Ahmet_Dem

    Ahmet_Dem

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    Thank you for that but I would like if someone can just give an answer. I don't want to pay 60 dollars for one feature. However this would be great if I had $60 lying around.
     
    Z0leee87 likes this.
  11. gamevanilla

    gamevanilla

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    I am afraid I am not familiar with NetworkRoomManager myself, but the approach our kit uses (and which could be helpful to you even if you prefer to write your own implementation instead) is explained here.
     
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  12. Ahmet_Dem

    Ahmet_Dem

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    Well I guess if no one can help me with the NetworkRoomManager and using different ports for different instances, I will buy the kit. Thank you again for showing me this kit!
     
  13. Blacky_tnf

    Blacky_tnf

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    Apr 3, 2020
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    someone knows how to implement OVHcloud in mirror ... I bought a S***ty template and it is not that it has good documentation (usurvival)
     
  14. Blacky_tnf

    Blacky_tnf

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    Does anyone know how to implement OVH or NOIP? Or some more user-friendly online template?

    (usurvival its bad)
     
  15. coldheadskillet

    coldheadskillet

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    Sep 23, 2019
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    And how did you do with the kit? or someone has already found the solution to create rooms on a server.
     
  16. tim44

    tim44

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    How many 4 player game rooms do you think a 2cpu/4gb ram vps would support with the kit?
     
  17. gamevanilla

    gamevanilla

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    Generally speaking, it is impossible to tell. Every game room is a headless Unity instance, so the final footprint will depend more on your game than the kit itself (which is a very lightweight Go process orchestrating the spawned game rooms).
     
  18. beratcmn

    beratcmn

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    Did you find a solution?
     
  19. Nirav-Madhani

    Nirav-Madhani

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    As far as I understand what you are looking for is already present (in Latest version as of this date) in form of MultipleAdditiveScenes example.

    Players are spawned in different scenes and these scenes do not interfere with each other in terms of rendering or physics.

    In default example, new player is added to either of 2 scenes in round robin fashion. You can select random option or write your own logic by mo difying MultiSceneNetManager.cs at:

    IEnumerator OnServerAddPlayerDelayed(NetworkConnection conn)

    All the required client data can be accessed from
    conn 
    variable.

    Update:

    In Unity's LocalPhysicsMode degrades the performance as well as not work entirely sometimes. In my case I was using Invector Shooter Template and player was not able to detect the ground. Moreover handling logic from inside becomes very complicated. So as @mmvland already said.
    This seems the best option. I saw people were facing difficulties implementing this logic. So I am sharing my project which I hope will help. You only need to install python for that. This demo is also hosted and tested on GCP and works very smoothly. Please visit repository to read more.
    You can also run the test application to get more idea of how it works (Python 3.8 or higher required)

    Cheers

    https://github.com/Nirav-Madhani/Image

     
    Last edited: Jan 10, 2022
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  20. beratcmn

    beratcmn

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    Image example works incredible! I'll try to create a simple racing game with it and create a git repo.
    Engineering behing Image looks incredible. Well done!
     
  21. Nirav-Madhani

    Nirav-Madhani

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    Jan 8, 2014
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    Thank You!
    At present Image project is in its primary stage. I am hoping to add many more functionalities as well as proper documentation. Any form of contributions are very welcomed, whether it be documentation, code, demos (whole project or final game) etc.

    If your project goes well, you can ask me to put link to it in readme or if u have any other idea we'll see what else can we do.
     
  22. Raf_arm_ss

    Raf_arm_ss

    Joined:
    Jan 30, 2023
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    1
    Hello, I have a problem with unity mirror, I can't make the camera independent between players.
    here is a video that will be more informative for you


    here is the code I used

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using Mirror;
    5. using TMPro;
    6. using Unity.VisualScripting;
    7.  
    8. public class Player : NetworkBehaviour
    9. {
    10.     [SerializeField] private TextMeshPro playerNameText;
    11.     [SerializeField] private GameObject flotingInfo;
    12.     [SerializeField] private GameObject headVisual;
    13.     [SerializeField] private GameObject mainCamera;
    14.  
    15.     private Material _playerMaterialClone;
    16.  
    17.     [SyncVar(hook = nameof(OnNameChanged))]
    18.     public string playerName;
    19.  
    20.     [SyncVar(hook = nameof(OnColorChanged))]
    21.     public Color playerColor = Color.white;
    22.     void OnNameChanged(string _old, string _new)
    23.     {
    24.  
    25.         playerNameText.name = playerName;
    26.     }
    27.  
    28.     void OnColorChanged(Color _old, Color _new)
    29.     {
    30.         playerNameText.color = _new;
    31.         _playerMaterialClone = headVisual.GetComponent<MeshRenderer>().material;
    32.         _playerMaterialClone.color = _new;
    33.         _playerMaterialClone = headVisual.GetComponent<MeshRenderer>().material = _playerMaterialClone;
    34.     }
    35.  
    36.     public override void OnStartLocalPlayer()
    37.     {
    38.  
    39.         string name = "Player " + Random.Range(100, 999);
    40.         Color color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f));
    41.  
    42.         CmdSetupPlayer(name, color);
    43.  
    44.     }
    45.  
    46.     [Command]
    47.     public void CmdSetupPlayer(string _name, Color _color)
    48.     {
    49.         playerName = _name;
    50.         playerColor = _color;
    51.     }
    52.  
    53.     private void Update()
    54.     {
    55.         if (!isLocalPlayer)
    56.         {
    57.             flotingInfo.transform.LookAt(mainCamera.transform);
    58.             return;
    59.         }
    60.     }
    61.     private void FixedUpdate()
    62.     {
    63.         if (!isLocalPlayer)
    64.         {
    65.             headVisual.transform.position = mainCamera.transform.position;
    66.         }
    67.  
    68.         if (isLocalPlayer)
    69.         {
    70.             CharacterController cc = GetComponent<CharacterController>();
    71.             cc.enabled = true;
    72.            
    73.         }
    74.     }
    75.  
    76.  
    77.     void MapPosition(Transform target, Transform rigTransform)
    78.     {
    79.         target.position = rigTransform.position;
    80.         target.rotation = rigTransform.rotation;
    81.     }
    82. }
    83.  
    84.