MMO with deprecated UNET

Hello I am new into this, but I’ve searched kinda “enough” to start messing around with unity.

So I am not here to ask you guys for ideas for a game, but to ask what method/tools/directions should I support myself to make this playable (even tho it might have some security issues, and less performance than…)

  • q[0]: I want to make a separate launcher (.exe) to be my Server, so no user can start a launcher like I do. Can I create 2 projects in unity, one being the server and other being the client?
    PS: I know I can do it with same launcher (first launcher clicks HOST) but I want not simply hide but exlude that feature from client access.

  • q[1]: If q[0] gets a positive answer, can I still use ServerChangeScene(“Scene name”) __a__nd keep player online (hooked into the “network”) even tho Server (player) is in another scene?

  • q[2]: Can I implement my own Interest Area even with deprecated Unet? (I believe I do, but let me know your answer please)

Prety thanks for stoping by, and helping a freshman here :slight_smile:

Unet is designed so the server and client are running the same client same scene. I would recommend against starting a new MMO project with deprecated Unet.

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At end you “WOULD” or “WOULD NOT” recommend? I guess you mean NOT.

Yeah, that was what I was afraid of. As a “MMO” clients shouldn’t be able to create new “rooms” or “instances” because the game in a whole is only 1 room/instance (inb4 being a SERVER).

Hmmm I’ve been reading around that PHOTON is the best, but It seems just not easy as unet is/was.

PS: about photon, I can’t even decide what should I look into: PUN, REALTIME, SERVER - i can’t seem to decide -.-

@mischa2k sorry to push you here kinda randomly. I’ve seen your project uMMORPG, correct me if I am wrong, but can a game with multiple maps be only 1 scene?

If you want to keep the simplicity of UNet, but with performance & bug-free, I highly suggest you to take a look at Mirror

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Yes. That’s what I do for dungeons in uMMORPG.
I also have an older addon where I run dungeons in different scenes. It’s a lot harder to deal with. I prefer doing everything in one scene, but not everybody does.

“I would recommend against” means I specifically recommend not using Unet. Sorry if I was unclear.

Photon isn’t really a good fit for a typical MMO, as it is built for matches between a small number of players. MMO generally implies large numbers of players in the same space.

Thanks for the replies! I will investigate a bit more what to use.
Thanks Joe, Vis2K, Lymdun

How many players per server and what kind of data you’ll be sending (and how often) will be important factors in deciding.

What about server that support 10K users sending to server about 100 bytes 30 times per second and server responding about 500-1000 bytes of state of the world to each client.

What network lib is suitable for it?

Those numbers are pretty large (240 mbit/s in and 1200 mbit/s to 2400 mbit/s). It really depends on your processing if you can make it. I personally have an alternative lib to UNET and Mirror which has more features and is usually about 30% faster for basic operations (like RPCs). But even those I would advice against for such a large server.

For this scale, you need HEAVY threading and very fast logic. Sharding or something like this probably makes more sense depending on your game.

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