Hi there!
I’m working on a multiplayer solution for my asynchronous auto-battler game, which is a mix of Clash of Clans and TFT. I posted a question about this on Unity discussions here.
In my game, the players don’t directly interact with the battle. Only one player initiates the battle, even if the other player is offline. To prevent cheating, I need the server to validate the match results. One battle instance will run on the client (for display purposes), while another instance will run on the server to verify the outcome.
The easiest approach seems to be hosting a Unity instance using Unity Game Hosting to simulate the battle and determine the winner. However, this is costly. A more affordable option would be to write a battle simulation in pure C# and run it using Unity’s Cloud Code service. But I’ve never done this before, and I’m not sure how to get started. I don’t need to code graphics, only the server to do the computations with logic. But like how to represent the characters’ bodies, handle their movement, or update the simulation every frame (if there is an Update) in pure C#?
I’m not a beginner, but I’m also not an expert, so I’m unsure if this is worth the effort or if I should stick with the simpler, more expensive solution.