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Discussion One world , lots of individual players

Discussion in 'Multiplayer' started by zardtomcat, Sep 1, 2023.

  1. zardtomcat

    zardtomcat

    Joined:
    Jan 10, 2015
    Posts:
    17
    Hello,

    I need help to choose the right server setup. I have created a world that multiple users can access. Each user has their own space in the world and they dont talk to each other. I need to support multiple login to the world where each user accesses their own area and not sure which server setup I need.

    I think I need a dedicated server and user authentication so they can go to their space, but dont know networking well enough to decide what is a good option.

    If you have done this and have any suggestions, I like to hear your suggestions.

    Thanks

    P.S. Apologies if this is not the right forum. Feel free to tell me which one is.
     
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    4,054
    It's not like this question could be answered with a simple bullet point list of things to do or watch out for. No less with barely any info on the game design itself and no info on the network technology you are using. Then you mention some broad technical terms like the ones above ...

    All of this makes it sound that you primarily need a thorough technical understanding of all things concerning networked games on that scale. You need to know all that stuff to be able to implement this kind of project.

    I assume you have never done any multiplayer game project before. If so, I suggest to implement a standard multiplayer game (FPS maybe) or try to extend the NGO example project (Diablo-clone) before tackling your own from scratch. You'll learn a lot doing that, including how all this technology interconnects (or doesn't).

    After that, you know much better what you need to learn. Then you could research user authentication and the many ways to do that and what best fits your game design. And then you could research how to separate clients into different worlds because not every network tech supports that, and again, this depends a lot on the game's design (instanced worlds? offline worlds? online worlds with permissions who can do what?).
     
  3. zardtomcat

    zardtomcat

    Joined:
    Jan 10, 2015
    Posts:
    17
    Thanks codesmile. I am not sure if I understand what you are saying though. I am new to unity networking but not to multiplayer game design, so understand the key challenges.

    I am looking for practical advice from somebody who may have used PUN2, Netcode, Fusion, Netfish etc. to do this using unity, so if this is something you can help with, I appreciate it.

    I am working my way through various tutorials and videos as well and checking various libraries and best practices (if you can call it that).