Timeline for Creating a master server for Unity game (Unity 2017)
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Jul 21, 2019 at 13:41 | vote | accept | Big T Larrity | ||
Jul 21, 2019 at 13:41 | |||||
Sep 8, 2017 at 20:29 | comment | added | Big T Larrity | Ah ok thanks Justin. The Unity page is quite misleading on the cost per CCU. It looked like it could cost $1000s per month lol | |
Sep 8, 2017 at 19:21 | comment | added | Justin Markwell | using the multi player services match making and stuff is all handled. you would not need plus to go over the 20 free. You can request to scale with growth kind of like azure cloud services. It is pretty fair deal I think it said something like 70k players for $3.15 cents | |
Sep 8, 2017 at 19:14 | comment | added | Big T Larrity | Just adding Unity Plus alone is not really in the question before I make any money from game development | |
Sep 8, 2017 at 19:14 | comment | added | Big T Larrity | Hi there, I have thought of that. But 20 people max across the game isnt going to be enough. I'd like to use the Client-hosting method, but i dont know how the client-host is to transmit its IP address to the game, so that the clients know what to connect to @Justin Markwell. Also, I don't feel like paying Unity for the relay service is the right option for me | |
Sep 8, 2017 at 18:26 | comment | added | Justin Markwell | I realize you were thinking of creating your own master server so to speak but I would suggest using the scale as you grow option and make it a much simpler task. Not to mention it does solve the issue of only having 20 by upgrading to plus or paying for the extra bandwidth. | |
Sep 8, 2017 at 18:10 | history | answered | Justin Markwell | CC BY-SA 3.0 |