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Multiplayer service for fast racing game, low CCU?

Discussion in 'Multiplayer' started by kai_226, Apr 8, 2019.

  1. kai_226

    kai_226

    Joined:
    Jul 6, 2017
    Posts:
    53
    Hello everyone,

    I need an advice about the right service for implementing multiplayer into my game. Unfortunately I don't have much experience in multiplayer game development yet. I did read about UNET/replacement, PUN, TNet3, Mirror... but I am not too sure about what would be the best service. Here are the conditions:

    It is a pretty fast racing game with speeds > 300km/h [hint: latency]. A maximum of 7 people can race against each other per session. I would like to implement the possibility to choose or open a room in a lobby and chat with the other contestants before the match begins.

    Currently I am pretty much the only person working on the game. I don't expect it to become very big or famous so I doubt there will be very high multiplayer activity. I predict that I don't need a high CCU count.

    Personally, I like the approach to pay only once and have everything running, like advertised in TNet3. Mirror seems to be completely free but none of the solutions I found scream "Hey, this fits nicely for fast paced racing games" - especially since I have elements in it that are destructive and need to be synced over the network [like in Split/Second]. So it's not only 7 player Transforms that need to be synced continuously, but also AI, weapons and some bigger physical scenery elements aswell.

    So I am curious what you would recommend to me :)