How to run uNET (Unity Networking) Host Server for WebGL build - Unity 5.3.4f1

So I have a game that I want to export to WebGL. It uses Unity’s latest networking solution uNET (Unity Networking) and I’ve selected the *use websockets option.

Currently, WebGL clients cannot be a server. Thus in order to host a game, I am doing it when I run the game through the editor. Then in the browser, I can join the game as a client.

So obviously I don’t want to leave my computer on to be the host through the editor while people in the web join as clients.

I’m thinking that I should build the game in standalone and run the standalone game on some server and join the game as host. Then of course I leave the server on 24/7 so anyone can join through the web. But I have no idea how to accomplish this (i.e. what services to use) or if this is even the right approach.

Hi, this is not an answer but a update of your post. I have the same problem ! Did you, or anybody, find a solution ? Thanks

Unfortunately I haven't found a solution to this particular problem. But in general my problem was having a networking solution for Unity games over the web. I've found that you can interact with Unity's code using SendMessage("OBJECT_NAME", "METHOD_NAME"); in client-side javascript. As a result, I'm using Firebase as a networking solution and database. You can use any other service as well but I've found the resources from Firebase to be quite generous.

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I don’t know if you still want answers, but for those others seeing this question. Check out this question with a good answer: WebGL cannot be server?