As you'll find out later on, maintaining server costs for multiplayer games is expensive, so keeping your solution as lean as possible is highly. Setting up a dedicated server model Many games allow players to host their own dedicated servers, as separate applications from the game client. Some games. You can have as many users as you would like and scale as you grow using unity multi player services as seen here UnityMultiplayer.
It seems to work fine until the physics part comes in: Not to mention the cheated clients, with the network latency, the physics simulation of the clients will vary. For example, a tank might be hit on this client but it should be covered behind the wall on the other one and stay alive, but the tank behind him catches the bullet and explodes, because of the latency.
In these cases the server doesn't know which one to listen to. Am I going the right direction, because seems like some game server services such as Photon, Unity networking just don't care about how to implement game logic on the server. And does it make them not an authoritative server?
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Discussion in ' Connected Games ' started by Aimlessone , Mar 1, Log in Create a Unity ID. Improved Prefab workflow includes Nested Prefabs! Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now. Want to see the most recent patch releases?
Take a peek at the patch release page. Jun 26, Posts: I have a game I have been working on that I want to be multiplayer, but when it comes to multiplayer aspects my knowledge is limited.
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Would you like to answer one of these unanswered questions instead? Unity multiplayer server you don't need your server to run a perfect simulation of the game. It seems to work fine until the physics part comes in: Did you find this page useful? Thanks for letting us know! In my game there will be players control their tanks and fight each other.
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Network clients and servers
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