# Asynchronous Multiplayer (488932)

**URL:** https://discussions.unity.com/t/asynchronous-multiplayer-488932/488932
**Category:** Multiplayer & Networking
**Created:** [October 26, 2012, 8:22pm UTC](https://discussions.unity.com/t/asynchronous-multiplayer-488932/488932 "2012-10-26T20:22:30Z")
**Posts on this page:** 5
**Page:** 1

<div class="post-metadata">

### Author: ![Mycroft](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/mycroft/32/290038_2.png) [@Mycroft](https://discussions.unity.com/u/Mycroft)
#### Post date: [October 26, 2012, 8:22pm UTC](https://discussions.unity.com/t/asynchronous-multiplayer-488932/488932/1 "2012-10-26T20:22:30Z")

</div>

I’ve done quite a bit of work with Unity3D and I’m starting a new project that I would like to include asynchronous multiplayer.

I’ve started reading up: [Network](http://docs.unity3d.com/Documentation/ScriptReference/Network.html), State Synchronization and RPC.

What I’m not seeing yet is how to handle a situation in which two players are in an asynchronous game. I’m working on a turn based project where both players make moves and then the server figures out the results. The difference is that I want to allow players to make moves at different times (and log out) and once all clients have submitted their moves, have the results updated and given to all.

Am I going to have to create some master server that holds the actual game and pushes the results to the clients? Am I completely wrong?

Does anyone have a good idea of where I should start?

---

<div class="post-metadata">

### Author: ![tobiass](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/tobiass/32/101811_2.png) [@tobiass](https://discussions.unity.com/u/tobiass)
#### Post date: [October 29, 2012, 11:17am UTC](https://discussions.unity.com/t/asynchronous-multiplayer-488932/488932/2 "2012-10-29T11:17:00Z")

</div>

Unity has no support for async multiplayer, so it’s something you have to solve or find a solution for.  
You could build this into a master server or you could use any web-server tech you’re familiar with and use the WWW class client side.  
There are a few networking solutions that could store a game’s state, so if you don’t want to code this, there should be some middleware, too.

---

<div class="post-metadata">

### Author: ![npsf3000\_1](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/npsf3000_1/32/466497_2.png) [@npsf3000\_1](https://discussions.unity.com/u/npsf3000_1)
#### Post date: [October 29, 2012, 2:23pm UTC](https://discussions.unity.com/t/asynchronous-multiplayer-488932/488932/3 "2012-10-29T14:23:10Z")

</div>

Async tends to fall under the paradigms of webservice DB programming.

---

<div class="post-metadata">

### Author: ![Mycroft](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/mycroft/32/290038_2.png) [@Mycroft](https://discussions.unity.com/u/Mycroft)
#### Post date: [December 3, 2012, 10:12pm UTC](https://discussions.unity.com/t/asynchronous-multiplayer-488932/488932/4 "2012-12-03T22:12:37Z")

</div>

After the replies I’ve spent a bit of time reading up about MySQL and SmartFoxServer. I’m not quite sure which direction to take on developing the back end. Should I be developing a 3 tier architecture with Unity → SmartFoxServer → Database or am I over simplifying/complicating things?

**_game design basics:_**  
players have multiple “characters”  
characters can be leveled up  
players build up a “town”  
players can use a single character to attack another player’s town

The mechanics are similar in concept to [Clash of Clans](https://itunes.apple.com/us/app/clash-of-clans/id529479190?mt=8).

Does anyone have any suggestions?

---

<div class="post-metadata">

### Author: ![KodaL](https://avatars.discourse-cdn.com/v4/letter/k/85f322/32.png) [@KodaL](https://discussions.unity.com/u/KodaL)
#### Post date: [April 8, 2013, 11:36pm UTC](https://discussions.unity.com/t/asynchronous-multiplayer-488932/488932/5 "2013-04-08T23:36:50Z")

</div>

> [@Mycroft](#):
>
> After the replies I’ve spent a bit of time reading up about MySQL and SmartFoxServer. I’m not quite sure which direction to take on developing the back end. Should I be developing a 3 tier architecture with Unity → SmartFoxServer → Database or am I over simplifying/complicating things?
> 
> **_game design basics:_**  
> players have multiple “characters”  
> characters can be leveled up  
> players build up a “town”  
> players can use a single character to attack another player’s town
> 
> The mechanics are similar in concept to [Clash of Clans](https://itunes.apple.com/us/app/clash-of-clans/id529479190?mt=8).
> 
> Does anyone have any suggestions?

Did you ever find a good starting point/solution for this?
