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Multiplayer solutions for large-scale (Battle Royale) game modes?

Discussion in 'WebGL' started by AnthonyPalma, Jan 3, 2020.

  1. AnthonyPalma

    AnthonyPalma

    Joined:
    Aug 11, 2013
    Posts:
    128
    Hey all!

    My team and I are working on a Battle Royale, and I'm trying to figure out the best server/netcode solution available for Unity, particularly for WebGL builds. The Photon/PUN general consensus is that it's not good for large-scale rooms due to the message rate limitations (only 500 messages per second per room). I do see an Android game with 32 players per room, so maybe it's possible? Would love some feedback either way. Also, while they offer a server SDK that I could theoretically put on my own servers, given it only utilizes WebSockets for WebGL builds, it seems like there's an opportunity to do better on my own.

    Amazon wrote a post about using GameLift to create a Battle Royale, but they used the now-deprecated UNet (which didn't work with WebGL anyway). GameLift seems like a good option, but I need to figure out a framework that I can use in Unity with GameLift in WebGL builds, or just write my own as a worst case scenario.

    Looking forward to anyone's thoughts!

    Thanks,
    -Anthony
     
  2. roka

    roka

    Joined:
    Sep 12, 2010
    Posts:
    584
    First, i think that you should contact Photon by email at developer@photonengine.com
    Im' sure that they can give you more informations for something like this.

    Because of the cost by using Photon, i should try to setup a quick server with socket.io (https://socket.io/)
    I have made the Lobby Chat of my 2 game with socket io and everything work fine.
    I do not have the skill of making a complet server solution for a game, but maybe your team have it.
     
  3. AnthonyPalma

    AnthonyPalma

    Joined:
    Aug 11, 2013
    Posts:
    128
    Thanks, @roka. I've seen a few threads on the Photon forums where devs basically said Photon isn't ideal for large user numbers per room, but you're right that I should at least contact them directly and see what they say.

    As for socket.io, I took a look at that, as well as peerjs and geckos.io. Geckos seems to be targeted at real-time multiplayer with authoritative servers, whereas Socket is better for chat apps and turn-based multiplayer (probably due to latency differences in communication methods. So Socket could work, but it might not be any better than Photon.

    I'll keep digging!
     
  4. xKosta

    xKosta

    Joined:
    Oct 15, 2014
    Posts:
    28
    Hi Anthony,
    which multiplayer solution did you choose?
     
    vasu23gupta likes this.