Hi All
I am trying to create a network with two different server-client systems.
ie
PC1: Server A
PC2: Client A & Server B
PC3: Client B
So that PC2 is both a client and server on two different networks. Is this achievable with Unity networking, and if not, does anybody have any suggestions on how it could be achieved otherwise?
Thanks in advance
I’m not sure what you are asking about here honestly? You can initialize how many servers you’d want spread out on how many computers you’d like, through UnityEngine.Network.
You can have one computer running 50 servers and 50 clients if you’d want, although the performence and capability is up to the computer you are using.
I don’t know if maybe you are refering to a master server system? UnityEngine.MasterServer, got you somewhat covered although you have to read the Manual, and see what their terms are for using this commercially on different levels.
I’d suggest you make your own system for master servers though, as Unity limits the possibilities especially if you want to run your own backend. I’d even suggest using another networking system entirely, as the one that comes with Unity is honestly shit (and, that is sugar coating it).
I hope this helps, if not I’m afraid I don’t understand what you are looking for here, maybe elaborate on it?