I have tried the Sf examples and they are great. Suffice to say that I am going to use for an app. However, I was wondering the maximum number or concurrent users. Is there a limitation from Sf as well from Unity3D?
A tough question to answer precisely. There are no numbers in terms of how much Unity or my SFS API han handle - simply havent gotten to that (yet?). On the server side, there are some whitepapers on the SFS pages: http://www.smartfoxserver.com/whitepapers/benchmarks/ Its super duper game specific what you ask for, but that can at least give you a few numbers. In short: thousands up to tens of thousands concurrent users as a maximum on a single dedicated server as a maximum. If you factor in things like EC2 setups and clustering for the server side, then that number might go up even higher without major expenses.
Thanks for the fast reply. I guess I should factor in the speed of the internet connection, server side, as well what information I am sending to the players, transformation, physics etc. Of course a trial will be best, at least an emulation.
Nothing beats a test of your game with your code and your network protocol. Anything else is pure speculation. If you are making a turn based game with a client sending a turn RPC every 30 seconds vs. a real time FPS with constant transform synchronization - there are worlds in difference on the server power/bandwidth needs. But at least the document gives you some pointers. And honestly - if you have 20k simultaneous users, you can afford some serious hardware