Do I have to pay any money if I stay below 20 CCU? I thought you didn’t have to pay if you stayed below 20 ccu but I was on Game Development Software: Build a Multiplayer Game | Unity and there was a calculator which I put 20 ccu Into and it said.
Estimated cost/month:
$19.19
Maximum cost/month:
$95.94
I don’t have any money and just want to make a small browser game so I can learn UNet but this is too expensive for me. Do I have to pay if I keep it below 20 ccu?
I believe the 20 CCU limit is just while developing. Once you are ‘released’ ccu no longer matters and you are charged based on the amount of bandwidth that is actually used on the relay servers. So if any connections are made over the relay servers it’s going to cost you something. See my asset for a way to avoid this: NAT Traversal for UNET
P.S. You should totes accept my answer to your question here: UNET match making without the relay server - Questions & Answers - Unity Discussions
[EDIT]
I just noticed you are making a browser game, in which case I’m afraid my asset won’t work for you. Regardless, you can avoid all costs by not using the relays and connecting directly but there will likely be many instances where your players can not connect at all without the relays due to NAT issues. Unfortunately I don’t know if there is any existing solution to NAT issues that works with WebSockets.
Ok, thanks. Didn’t check back on that question since a while after I bumped it, so I didn’t even see your answer. Anyway accepted now.Your answer is really helpful, two questions though does your NAT traversal work with mobile phones? and Is there no way I can get passed using the relay server on browsers?
[EDIT]
How do I get the
hostExternalIP?
I don’t see any reason why mobile wouldn’t be possible, but my plugin doesn’t support it at the moment and I don’t think there are any other options that don’t involve paying. I’m hoping to add mobile support to the plugin in the future but it’s not something I’m comfortable putting a timeline on yet. There are a lot of mobile platforms so I’m not sure when I’ll be able to dedicate enough time to make sure it’s stable across them all.
It’s almost certainly possible to do NAT Traversal with WebSockets but unless there’s some library out there that I don’t know about it would take a lot of writing stuff from scratch, including an entirely new Facilitator. The plugin currently uses the RakNet library for punch-through which doesn’t support WebSockets. Frankly without RakNet to perform the punching I would be at a loss to try and implement it myself with WebSockets. I’m sure I could figure it out by meticulously tracing the RakNet code and porting it to use WebSockets but it sure wouldn’t be easy. If I come across an existing library that does punchthrough with websockets then I can probably work it in but otherwise web player support is probably not going to happen any time soon. Sorry
Thanks for accepting my answer
Ok, well thanks. I’ll probably just hold off for a while until something to do with web comes out
As mentioned before, the 20 CCU is your limit while the game is in development. And that means testing, etc., so 20 CCU isn’t going to be very effective nor will it be a good way to gauge how optimized it is. It’d also make it difficult to get decent feedback from. I have pro so I don’t have to worry too much about it, but I’d recommend Photon if you can’t deal with the 20 CCU. Photon is pretty easy to get set up as well.
@thegreatzebadiah did you find anything to do with websockets?
Are you sure the 20 CCU is for development only? Why would I use it then if I can use Photon for the same CCU but also for released versions?