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The essence of the "host advantage" is having a low ping (round trip time to the server). If you are the server, you'd have no ping time, but even being really close to the server would result in a small ping and still have a large "host advantage", so I'm just going to call it a "low ping advantage" instead. It really depends on the game and how the ...


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Do not have a client talk to a database server. The client talks only to the frontend game server, and nothing else. That server then distributes client requests to the appropriate backend server. The frontend servers and (most) of all the other servers are distributed geographically. Not distributing the front-end server as in your diagram defeats almost ...


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Remember that Lidgren sends messages that are assigned 'MessageTypes'. One of those MessageTypes is a StatusChanged (Connecting, Connected, Disconnected, etc) Lidgren assigns each new connection with a unique remote identifier. If you couple that with packet encryption that is available via the Lidgren framework then that should be sufficient. Client ...


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The UDP port is only going to overflow if your program cannot handle the number of incoming packets at least as fast as they are being sent to your PC. While TCP will lead to your program itself needing to inspect less packets (since you only get reliably ordered packets and the rest are discarded by the networking level) I do not believe that I have ever ...


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You can add the following attribute at the beginning of your script class: [RequireComponent (typeof (NetworkView))] This will ensure that whenever your script is added to a GameObject, a NetworkView component will also be added to that GameObject. Or you can just manually add the NetworkView component yourself. If you're only using it for RPC, you can ...


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Ill just point you in the right direction. Probably should use photon networking and if you want to know the basics of that this is the video series for you. https://www.youtube.com/watch?v=AIgwZK151-A Spawning players is pretty straightforward in unity.



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