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Unity networking vs .net.sockets for stats / login

Discussion in 'Multiplayer' started by cbg2009, Jul 23, 2009.

  1. cbg2009

    cbg2009

    Joined:
    Apr 9, 2009
    Posts:
    40
    In my game the user will be connecting to a server to login and to send / receive stats (i.e. high scores / achievements) and that's about all that'll be sent. Are there any particular advantages to using unity's networking system over just using the .net.sockets namespace? Would unity's system somehow be more secure or reliable for doing this? I already have a system built using sockets but I'm wondering if it'd be better if I switched over to unity's system. Thanks ahead.
     
  2. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Unitys networking is for game play mainly.
    To use it for login you would need to have RPC that you call in client and server and the server check it against a database (for example through WWWForm and a server scripting language driven page on the other end).


    With .NET sockets you basically have nothing but the barebone protocoll. You can do everything with them but you must do it on your own