Need help understanding 50 Concurrent Users with Plus Subscription

Hi there,

Plus subscription offers 50 concurrent users. what does it actually mean?
Does it mean my game can only be used by 50 users at once?
or 1 game map shared with 50 players BUT other map/sessions can still be playbale by other users.

Sorry for noobish question, im new to multiplayer.

Thanks

I believe it means you can only have a total of 50 potential players concurrently connected, across all your games.

What I mean by this is if a game allows 5 players per game for example, then you could have a maximum of 10 games running at once, even if each game has less than 5 players in it, as the CCU for the game is calculated on the maximum players for that game, rather than the amount of players actually connected.

Feel free to correct me if my interpretation is wrong.

This is very disappointing then, Not for Indies atleast :frowning:

Indeed, that along with the number of bugs and limitations it currently suffers from led me to look into other solutions for networking. My personal preference are the offerings from Photon.

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Is Photon is for Indies? extremely affordable on start and then grow cost as with users

AFAIK CCU is only applied to projects in testing phase.

After you publish your game it’s only traffic costs that are charged.

However you can’t ā€˜go live’ with your game if you are using Unity Free, so you have a minimum cost of at least the Unity Plus license on top of your bandwidth.

Photon is free up to twenty CCU per game, and the first paid tier is a one off payment of $95 which gives you 100 CCU for 5 years. As your game grows you can pay more for more capacity.

Edit: You also get 3GB data traffic per CCU per month included in the plans, so that’s 300GB for the first paid tier, with over limit data charged at $0.05 per GB, but you’d have to be pretty inefficient to go over the included limit.

Whichever way I look at the two pricing structures, the UNET model looks like it will work out more expensive for a small indie as up to 100 CCU, Photon PUN will only cost $1.58 per month.

PUN isn’t a one size fits all solution though, and there will be some applications for which it isn’t suitable, it just depends on how you implement your game and what particular requirements you have.

The 50 concurrent users in the Plus subscription is for testing during the development process. When you ā€œgo liveā€ with your game, the CCU limit is replaced with a metered pay for what you use scheme.

That was already mentioned in last post but one, however the fact remains that with the monthly Unity subscription required, before you can go live, on top of the much higher data cost, PUN is still a much cheaper option.

I’ve been reading about amazon gamelift I haven’t implemented it yet but it’s free to a point for the first year and then your charged based on how much data u use