So your question is, shouldn’t the price be lowered because it’s more than you’d like to pay? I wish everything in life worked that way
Seriously though, maybe shop around and check the alternatives? Perhaps this isn’t the right solution for your game and something else would be more suitable.
Could Unity provide a free hosting service when game creators use their Ad service, in effect Ad revenue would pay for the services used to host the game.
Ideally with the option for players to purchase a season pass to turn off the ads and pay for the service.
Then game developers can focus on write multiplayer games, release them and if they take off look at their options.
have you looked at photon cloud? the pricing is very very competitive and its only $0.05 per extra GB on most of the packages. its also very easy to implement, probably your best bet.
but yes, I agree the pricing for UNET is a little excessive, but unity is a company and well within there right to charge what they want. The engine is free after all…
Servers for fast pace action games are expensive. You have said that you will have 50000 MAU playing a fast paced action game.
If you can’t make $3000 a month off of 50,000 MAU, you should really reconsider your business plan. That might include not supporting multiplayer.
You also have indicated that you are sending 30 messages per second. That is a huge amount of data. It might be appropriate for a modern FPS shooter, but its not really needed for most indie games. The fact that each player is estimated to use 11GB of data a month should have given you a clue. That’s a lot of traffic. You can get around this by building a slower game.
Finally this only refers to traffic that runs through the Unity matchmaker and relay servers. If the amount of money really is a problem, you can always implement a different networking solution. Nothing says you have to use UNet, or that you can’t use a hybrid of UNet and some other solution. Its entirely possible to use UNet just for matchmaking, and then connect directly between your machines. Or a variety of other options. All of these are more complex technically, but might work out cheaper.
Thanks for the info, I am a big fan of Unity, been around since version 3. I am looking into using multiplayer and wanted to know how other people are handling $. Do u charge x per month for multiplayer? Ads?
I am looking to the Unity Community for your expert advice. What is the best way to implement multiplayer and have it sustain itself.
Gotta agree with @Kiwasi , using Unity’s calculator it came out at roughtly $300.00 a month for 100,000 users based on an MMORPG… I think you’re seriously over estimating the amount of bandwidth you’re going to use in terms of the actual game, unless you’re doing something like compressed procedural content updates (or component replication) which is generally quite rare, it’s usually just RPC / replication from the authoritive.
Even with RPC’s and replication, you could use specific algorithms like time frequency decay / increase to save bandwidth on certain components etc.
It depends on what you’d prefer, either an up front cost or an all in monthly… Rolling your own solution is far from cheap, I looked into the cost of turning a game into an MMO a while back. So you’ll need some decent firewalls like Cisco ASA 5506’s for IDS / IPS / Load Balancing / HA / DMZ and decent routers then some servers like Dell T20’s which would need some upgrades but price / power ain’t bad. You don’t need servers, but as quick redundancy is key then hot swap HDD’s / PSU’s is a good idea.
Finally some business class fibre connections, I specc’d up a 400Mbps (4X 100Mbps) PPPOE lines and it came in at around $320.00 a month w/ 5 - 8K for the hardware. Yes it might sound OTT, but there’s other things to consider like patch management / upgrades / websites and media.
Also the solution has to be scalable (it could support 250K concurrent connections), nothing tanks an MMO like users not being able to log in.
So when you factor in Unity pays for hardware / secure systems / 24 hour operations / support / bandwidth and creates an API for you to use it’s not such a bad deal is it?