uLink is by far better than Unity Network, but it is missing one thing, Nat Punchthrough. With uLink networking if the server does not have a public ip it’s impossible to connect to and thats a down for my game as I allow players to host their own servers, uLink has the proxy server for that, but that means a lot more latency and cost in hosting the servers for the extra bandwidth. With Unity, there is Nat Punchthrough so players can connect to others or host a server without opening ports, is this possible in MuchDifferent uLink? Which one do you think is better in my case?
I’m an Indie and the price of uLink does not matter, the only think that worries me is the price of the servers.