I’m making a 1 on 1 tournament style game in Unity at the moment, and I have a concept for using peer to peer to make that happen, as I don’t have access to dedicated game servers. As of now, the idea is that;
- Players connect to a “Tournament Host”
- The Tournament Host organizes the players into pairs, and counts down to initiate the match
- One player out of each pair volunteers to serve as the match server, if no one volunteers, they are chosen randomly.
- The match is played, players are returned to the Tournament Host with an indicator showing who won the match.
- The process repeats with the next tier of the tournament.
Does something like this already exist? If not, is this feasible? If not, could you make some suggestions as to how I could do this better?
i want to do same thing. plz guys help us
I’ve seen similar stuff with Photon and Unity’s built-in networking Unet. I’ll try to come up with more info (as I am working on similar stuff now too), but so far it sounds like you have a good idea. One issue you might have is the player’s connection speed. When players volunteer to host or are randomly chosen, you are going to want to still give ‘Host’ to the player with the fastest connection speed (ping rate). Players with spotty connections could also cause problems, even spotty connections can be fast connections. The setup you have is similar to Marvel Future Fight, it is a very logical and efficient setup. The important thing is going to be HOW you connect your players, will you use a game server, or direct peer-to-peer using IP’s? Using a ‘Tournament Host’ sounds like more of a server-based multiplayer game. Using peer-to-peer is the fastest connection speed, but not secure and many players might be wary about giving direct access to their device.