Hi to all,
We are currently kicking off our first unity project and I want to know what the best practice for networking would be.
The game ( and hopefully games) involves no state synchronization for game objects, simple RPCs are sufficient, as it is a board game.
We want to use an authoritative server, which has some simple logic like login, chat and the actual game with logic.
For the networking I identified three options:
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Use Unity networking for both server and client. I really don’t like this option, for obvious reasons - we will be bound to Unity on the server. I want us to use our own server technology, as i want us to have full control and be able to easily bind “external” things like DB connections, control scaling, load balancing, etc.
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Use TCP Sockets in Unity and code our own protocol and server. This is my preferred way to do it. The only negative point is that we have to implement low level in Unity. As we are new to Unity, but have a lot of experience with webservices, load-balancing, etc., it might not be a bad idea to do the heavy lifting on the server side. Which brings me to the third option:
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Use Unity Networking in client and implement connection and RPC protocol on our custom server.
This option will be great, as unity code will be kept very simple. Implementing the Unity network protocols should actually be no problem for us, but unfortunately i cannot find any documentation on the subject. I only know that unity uses raknet, but they also don’t have any protocol documentation.
So my questions are: Which would is the best practice for networking not involving state synchronization? Is Unity’s networking protocol reliable? If so, is this protocol documented somewhere?
Any inputs on the matter will be greatly appreciated.
Regards,
Emilian