Server side programming for unity android games?

HI all

I am new to game development, and I have an idea to build an internet multiplayer game for android devices. I choose unity to build clients for android devices. But I don’t know how can I build my server? I searched a little bit and found solutions like photon cloud for server. However I want to build my own game server.

I believe that I must build my own MasterServer, Faciliator, and Connection Tester. Also I must implements the logic of game server as a process that is always running in the dedicated host.

Is there any tutorial or books that can help me developing my game server? Can I use unity for the server side development?:face_with_spiral_eyes:

please help me.

You can build a server binary with Unity if that is what you want. That way you can run same game logic in server and in clients.

What the agent above me said. But also: Do you need all of those? At the very simplest, a master server is just a tracker that lets clients know about games, and there are many ways you could do it via plain webservers. Clients can be servers in small games, and if you have Pro you can create a special headless server version. If you’re new to game development and network programming, this is all stuff you should take your time with, though :wink:

I have a linux server, can I run server binaries in linux? how can I build a server binary? a tutorial or something.

I can build my own MasterServer and NAT Facilitator, but I figure out that the MasterServer and NAT Facilitator is not working for the 3G Mobile Networks, What network communications can I use, instead of MasterServer? First of all I need something like facilitator to sent the states of objects to other cliens, how can I build something like that? I like to build my own facilitator using PHP, is that possible?

You can build a non-graphical server that handles logic via RPC. It could either be a fully standalone project that only handles some networking, like chat, or it could be a special case of the client, which handles objects and positioning without actually rendering.

It’s either Unity’s own RPC, one of the third-party networking libraries (which are often wrappers around RPC/work like it) or completely custom code to work with server-side script on a web server. The path of least resistance is using RPC.

The gist of it is to make a client that can also run as a dedicated server, then exporting that build as a headless Linux project. You get that extra box to check when you select a Linux binary in the build window, and that should really be it. Requires a Pro licence.