Player Limits in Unity ?

Hi

1 - is there a limit for allowed concurrent players/clients in unity ? i mean how many clients can be ? is it limited or not ?

2 - can unity support large group of clients ( a multiplayer game with many players ) ? how much big ?

thanks

  1. There is no technical one but you will find out that a single core is rather limited in how much he can process so you are technically limited to that.

  2. Depends on the game. 8 to 128 players are reasonable numbers depending on what you do

thanks for your answer !

1 - you mean we can’t make a multiplayer game with more than 128 players ? even we have a game server with high performance hardwares ( like a mac pro with 12 core cpu ) !!!

2 - is there any way to have more than 128 players ?

john.taylor,

If you go with a client-server model where the server is a 3rd party technology (like ElectroServer), then you can scale significantly higher. But if you are using only Unity technology to handle all of the game networking, then you will run into the limits that dreamoa touched on.

  1. 12 cores allow you to run 12 instances (or more) of unity clients (headless clients) to run in parallel so you can get more in distinct environments. but a single unity instance will never use more than a single cpu / core.

  2. Sure, make them send less data and don’t use collision and physics, but reasonably you would use SmartFoxServer X2, Photon, ElectroServer or Badumna as unity won’t go there reasonably as it can’t make use of adding more cores etc in any form

1 - are these (SmartFoxServer X2, Photon, ElectroServer or Badumna) good for a FPS game ?

2 - which one is better for a FPS game with many players ?

If you are going for FPS I highly recommend that you first do some serious research on the matter, its complexity and start small, growing over time as the knowledge and experience grows (as well as the money)

an MMO FPS is likely the most complicated thing you can do at all, as it has the complexity and troubles of MMOs in general, combined with much higher requirements on the end of collision, low latency etc which ends with significantly higher computer requirements on the server end.

Technically all these options work, cause independent of which one you need, you will need a rather large amount of collision verification / world simulation nodes to make it work at all.