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MMO with deprecated UNET

Discussion in 'UNet' started by miguelanjolosilva, Nov 25, 2019.

  1. miguelanjolosilva

    miguelanjolosilva

    Joined:
    Nov 25, 2019
    Posts:
    4
    Hello I am new into this, but I've searched kinda "enough" to start messing around with unity.

    So I am not here to ask you guys for ideas for a game, but to ask what method/tools/directions should I support myself to make this playable (even tho it might have some security issues, and less performance than...)
    • q[0]: I want to make a separate launcher (.exe) to be my Server, so no user can start a launcher like I do. Can I create 2 projects in unity, one being the server and other being the client?
      PS: I know I can do it with same launcher (first launcher clicks HOST) but I want not simply hide but exlude that feature from client access.

    • q[1]: If q[0] gets a positive answer, can I still use ServerChangeScene("Scene name") and keep player online (hooked into the "network") even tho Server (player) is in another scene?

    • q[2]: Can I implement my own Interest Area even with deprecated Unet? (I believe I do, but let me know your answer please)

    Prety thanks for stoping by, and helping a freshman here :)
     
    Last edited: Nov 25, 2019
  2. Joe-Censored

    Joe-Censored

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    11,847
    Unet is designed so the server and client are running the same client same scene. I would recommend against starting a new MMO project with deprecated Unet.
     
    LukeDawn likes this.
  3. miguelanjolosilva

    miguelanjolosilva

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    At end you "WOULD" or "WOULD NOT" recommend? I guess you mean NOT.

    Yeah, that was what I was afraid of. As a "MMO" clients shouldn't be able to create new "rooms" or "instances" because the game in a whole is only 1 room/instance (inb4 being a SERVER).

    Hmmm I've been reading around that PHOTON is the best, but It seems just not easy as unet is/was.

    PS: about photon, I can't even decide what should I look into: PUN, REALTIME, SERVER - i can't seem to decide -.-
     
  4. miguelanjolosilva

    miguelanjolosilva

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    Nov 25, 2019
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    @vis2k sorry to push you here kinda randomly. I've seen your project uMMORPG, correct me if I am wrong, but can a game with multiple maps be only 1 scene?
     
  5. Lymdun

    Lymdun

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    Jan 1, 2017
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    If you want to keep the simplicity of UNet, but with performance & bug-free, I highly suggest you to take a look at Mirror
     
    LukeDawn and mischa2k like this.
  6. mischa2k

    mischa2k

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    Yes. That's what I do for dungeons in uMMORPG.
    I also have an older addon where I run dungeons in different scenes. It's a lot harder to deal with. I prefer doing everything in one scene, but not everybody does.
     
  7. Joe-Censored

    Joe-Censored

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    "I would recommend against" means I specifically recommend not using Unet. Sorry if I was unclear.

    Photon isn't really a good fit for a typical MMO, as it is built for matches between a small number of players. MMO generally implies large numbers of players in the same space.
     
  8. miguelanjolosilva

    miguelanjolosilva

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    Nov 25, 2019
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    Thanks for the replies! I will investigate a bit more what to use.
    Thanks Joe, Vis2K, Lymdun
     
  9. Joe-Censored

    Joe-Censored

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    How many players per server and what kind of data you'll be sending (and how often) will be important factors in deciding.
     
  10. JesOb

    JesOb

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    Sep 3, 2012
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    What about server that support 10K users sending to server about 100 bytes 30 times per second and server responding about 500-1000 bytes of state of the world to each client.

    What network lib is suitable for it?
     
  11. TwoTen

    TwoTen

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    May 25, 2016
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    Those numbers are pretty large (240 mbit/s in and 1200 mbit/s to 2400 mbit/s). It really depends on your processing if you can make it. I personally have an alternative lib to UNET and Mirror which has more features and is usually about 30% faster for basic operations (like RPCs). But even those I would advice against for such a large server.

    For this scale, you need HEAVY threading and very fast logic. Sharding or something like this probably makes more sense depending on your game.
     
    Joe-Censored likes this.