Hi,
I saw in this post MatchMaker client timeout - Unity Engine - Unity Discussions that there’s a 4k/client/sec limit when using relay servers. Can you tell me if that figure includes both up- and downstream data?
Also, is it possible to opt out of using the relay servers while still using the matchmaking feature? Or are they mandatory for now?
Thank you!
Hi Scramblejams,
The relay bandwidth is calculated up and down independently.
Currently we only support using matchmaker with relay. The reason is because for internet play you’d have to either have all players do port forwarding or use a NAT solution, and we haven’t implemented a NAT punch through feature yet.
For matches on the same network where no NAT punch through would be needed you can do local broadcast discovery and avoid matchmaker entirely.
Hi Jeremy, thanks for your response. Just to make sure I understand correctly, we get 4k/sec up and 4k/sec down, and those are separate budgets, if you will?
It’s actually only tracking bandwidth down on each connection. Since Relay’s job is to turn packets around it doesn’t bother with another pool of up bandwidth stats, since what goes in must come out so to speak.