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1

Unity's Asset Bundles were designed specifically for this purpose, to allow you to add/download new Unity content and prefabs without the user having to update their game client at all. http://docs.unity3d.com/Manual/AssetBundlesIntro.html


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Laszlo Fuleki's answer is fine. The problem is that, if you are asking this, you probably are not using a suited level structure. So if there's an internet connection, check for a new level avaliable and if it proceeds, show it to the user (you can use a system notification or an inbox icon inside the game). Then there are 2 options: The level is already ...


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Since you use security checks on the server, in your place I would use the existing backend to provide the daily new level as well. You could transmit a JSON, XML, whatever really to the client, and based on that the client would construct the level. This way you would have full control over what is available and what is not (e.g. sending level data when the ...


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since you want to do an TCG probablly you dont need realtime conection but syncro every 1-5 secs, so, to me, socketio is not the answer...indeed, to me nodeJS is not the answer at all (personal opinion). I'ld build python webservices and a session manager in server (prolly with django) and would use GameMaker to build the client-side with async calls to the ...


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As per the documentation, [Command] and [ClientRpc] should be in a NetworkBehaviour, not in a MonoBehaviour. NetworkBehaviour's must be spawned using NetworkServer.Spawn(). Moreover you should use a NetworkClient Object to connect to the Server. Take a look at this Note: As of Unity 5.1 offline documentation is not up to date. Even some aspects of online ...


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As for the update frequency it depends from the type of game. For an action type of game 30 updates per seconds should be perfectly smooth, but for an mmorpg (where you have thousands of players) better use something like 10 per second, to save server time. I doubt there will be any reason to have 60 updates per second, that will just use a lot of server ...



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