I just finished the Merry Fragmas 3.0 tutorial and tried out my game with a friend to see if and how something so simple worked in a real world scenario. It worked much better than I expected and this really made me interested in making more multiplayer games, but the one thing we did notice was that when we played using the matchmaker there was definitive lag in the game. When we tried port forwarding and connecting directly to our IP-address this lag wasn’t there.
I don’t measure the lag anywhere in my game yet and I guess it depends on where the Unity relay server is in relation to us, but the lag was annoying and unwanted when we knew we could avoid it by connecting directly to each other.
- Does it have to be this way?
- Is it like this for all online games?
- I haven’t forwarded a port in probably a decade so I guess all online games these days do something similar? Would these games also have less lag if they allowed for you to connect directly to each other?
Any information is helpful. I haven’t googled this subject much yet. I just tried to find any similar threads related to UNET, but didn’t find any.
I honestly thought that the matchmaker only helped with establishing the initial connection between the clients and after that it functioned like a normal peer to peer game, but I guess I don’t understand it. ![]()