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Unet for mobile?

Discussion in 'UNet' started by Archie888, Aug 5, 2015.

  1. Archie888

    Archie888

    Joined:
    May 17, 2014
    Posts:
    41
    Hello fellow devs,

    I apologize if this is a stupid question, but I cannot seem to come to a relevant conclusion on the matter by searching.

    I am about to develop a mobile real-time multiplayer game. I am currently the only programmer in the project, and I would like to spend most of my time in the gameplay code. Hence the choice of Unity in the first place.

    My question is, what would be the easiest option programming-wise to set up a real-time multiplayer system for mobile devices, for a Unity-based game? Would it be currently UNet, Photon, or something else?

    Also, what would be the technological principles in such arrangement? Would there have to be a server (PC) that runs the games? I have understood that UNet does not currently support hosting matches on a mobile device (http://answers.unity3d.com/questions/1003030/unity-5-mobile-multiplayer.html).

    Thanks and sorry in advance, and cheers,
    -A888
     
  2. Archie888

    Archie888

    Joined:
    May 17, 2014
    Posts:
    41
    I will provide myself and this thread at least one additional external insight here: http://www.reddit.com/r/Unity3D/comments/3923iw/unet_and_photon/

    "The main concern is we don't know the actual timeline of the full feature set. We won't have dedicated servers in this initial release as far as I can tell, and that's a big one for most games. Until recently it was widely believed that we wouldn't see uNet until Unity 6, and it may very well be a case where the full version isn't coming until around that time."
    -_spooderw

    -It might seem then, that with Photon at this point, I could at least setup some sort of dedicated server, or perhaps even somehow acquire such 3rd party service, and run the mobile multiplayer matches there.
    EDIT: Just read about Photon cloud, which seems interesting.

    Please do pour any additional info into the soup if you have.
     
    Last edited: Aug 5, 2015
  3. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,796
    My personal recommendation? uLink

    Great docs, fully authoritative support that runs in a physics aware Unity instance, etc etc.
    I found getting things working in uLink to be much easier than other solutions.
     
    Archie888 likes this.
  4. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    3,021
    You could pitch the rough idea of the game's interactions. Count of players, style of action, etc.
    Each solution has it's strong and weak points.
     
    hippocoder likes this.