I am developing a skill based Multiplayer card game. before involving into Multiplayer-development phase i would like to know if:
- Unity’s Multiplayer services is enough for Lobby-style Multiplayer that can save player’s profile and session’s data into an online database (Such as: online poker multiplayer complete solution )
- Unity’s Multiplayer connection is secure enough for (Play for money) skill competitions.
thanks
- No (Unity’s service does not include any state saving ability, you have to roll your own or use another service for that)
- No (with many caveats - look the subject of network security wrt these types of games - you can use unity, but not the default setup, will require a lot of thought to implement safely)
Good Luck!
ps. with money involved, this advice is all “my own two cents, your milage my vary, i am not a lawyer”.
In this case the best solution (in my opinion): to build (Server application in VS .net and the client would be the Unity game)
i guess that a .net application can communicate with a unity game client as normal (Server/Client) protocol connection
and send/receive data. right ?
Sure, that is an option. I don’t know the jurisdiction in which the server will live, but gambling is usually heavily regulated by the government, and this can have a large impact on how you can implement your backend. Not sure if this is relevant, but we have worked with “Real Money Gaming” companies, and it is very serious business, the security around the backend, the security around the transport layer, etc etc.
Good Luck!
Since you mentioned that : i am developing a SKILL-based real money game. therefore i don’t think the gambling regulations will impact me. However having a secure connection is my top priority (Which i have little experience in it) therefore i will launch the game as fun multiplayer and if things appear to be good i will develop the real money version. Probably i will deploy Cryptocurrency for that.
Now i run into real communication problem:
.Net socket server CAN communicate with .Net socket Client
Unity Server CAN communicate with Unity Client
But .Net socket server CAN’T communicate with Unity Client. How to solve this?