I read that UNet is not authoritative at the moment, but in the doc, are some points like the SyncVar that seems to be authoritative. And an function like “area of interest”. Im wrong? Or what is meaned with authoritative.
What will include Phase 2? When will it arrive?
I plan to make an huge game, and this need to handle something about like 500-1000 CCUs per Server. (Like a MMORPG)
3.1 Can UNet handle this, or will UNet handle this in the future, with the incoming phase’s?
I read that Unity will support dedicated Server, is it planed in phase 2?
Is it clever to start developing with UNet, or should i take a look to an another network engine? If yes, which is good? (I need physics on the server)
For an MMO, you probably want a distributed server that operates on a computer cluster. If you’re processing even a hundred thousand players, you want a solution backed by an efficient database, and multi-processing, multi-computer virtualization.
If you don’t recognize any of the words I just used, you now have some jargon to look up. However, if you’re just going to have 100 to 1,000 players, then you can probably get by with just 1 to 20 computers with high-end internet connections, and passing players between servers.
You probably also want a team of at least 40 experienced people, although you could get by with 5-8 for the smaller size.
The HLAPI is authoritative. Look in the Unity Manual for the Network System Concepts page.
Look in the Unity Manual for Object Visibility for area-of-interest.
Using a standalone Unity player as a server and the HLAPI would be the best way to get started, especially if you need physics on the server.
Phase will add more server specific features, but will most likely build on that model.
There is no timeframe for phase 2 yet.