Is estimated monthly cost real?

This page help me calculate that I have to pay 3.00$/month for 50,000 user game.

But When I go to my project setting and then Live mode option ,The estimated monthly cost is really high and it’s scare me.

For example I set to 200 CCU so it does said I have to pay 1439$/month !

Since it seem have no limit to monthy bill I’m really scare that the bill will come with 2000$+ or something.

the first screenshot is priced at 50 bytes per user per second, which is super low usage. i’d say that’s for a turn based game like a card game where you’re barely sending anything back & forth.

in the next screenshot, you’re sending 6000 bytes per user per second, which is quite high. this is what you’d be looking at for a real time action game, but even then, i’d reckon you could probably bring this figure down quite a bit if you really fine tune things.

keep in mind that unet’s free test relay servers don’t even let you send this much information. if you exceed their datacap (~4000 bytes per second per user), the server and clients will get disconnected from the test relay server. this can lead to real dev pains if you’re close to their data cap. so try to keep your data usage low :smile:

generally, what you want to do to start is figure out how many messages one player would be sending per second - what is the minimum # of messages they’d need to send out to get your game functioning? from there, look at how big those messages would be in bytes. keep in mind that each time you send a message, there are IP headers that are tacked onto the packet that you have to pay for - i think it’s ~28 bytes worth of headers per message. so if you can, you ideally want to try pack a number of things into the packet if you can, to minimize the amount of header data you’d be sending. once you have a clear idea of how much data one player will be sending, it’s quite a bit easier to gauge what your monthly bill would be

Thank you very much . My Game in turn based RPG so It will only send few command per turn.

But If Network tranfrom sync count too?

damn at that much you could have 1-2 decent dedicated servers for paid for a whole year… no wonder phase 2 unet dropped off the radar.

ok. yeah if you’re doing a turn based thing, you’re probably not going to use much data at all assuming you plan carefully :smile:

yeah, each time a NetworkTransform syncs its data, it’s going to be sending a message. if you think about it being uncompressed position and euler angle, you’re looking at 6 floats being sent - 24 bytes + whatever else the component might send a long (i haven’t looked at the source for NetworkTransform in a while). there’s some options on the component for compressing data & not syncing rotation, rigidbody stuff, etc to fine-tune it. i believe you can also configure it to not send data at all, if you bring the slider down to zero.

if you’re doing a turn based game, you may not really need to use NetworkTransforms. I don’t really know your game, but like if you have units on a map or something, perhaps you could just send grid coordinates that a guy moved to on his turn, for example.