So, what's the breakdown on Unity's networking

I’ve done my fair share of reading and I’m really starting to wonder, is Unity’s networking cut out to work on a large-player scale? I’m talking a single-server, persistent 3D world with lets say 2,000 players online? I’m not going to push the numbers any-more, but I’m going to use the number 2,000 from the Online RPG Runescape, considering I started programming because of the emulators for that game.

here recently, we’re more and more interested in Multiplayer Development, and I’m more and more interested and writing things purely in Java, not JavaScript, Java. I’ve read so many bad things about the Unity Networking that’s it’s gotten me a little bit scared to even use Unity for a multiplayer game that isn’t going to be split up into hundreds of “Shards”

I was planning on developing everything from scratch using java, however my friend that works with me is my world-designer and does the graphical aspects of things, he needs some sort of visual editor to do his work and I’m not very good when it comes to graphics, lets be honest.

Would it be more productive to write my own server from scratch, and completely avoid using MonoBehaviour inside of unity, and write it like my own game, or to use this RPC stuff provided.

In one short word: no,
The built in unity networking can not handle that many players.

Thanks for your reply.

Yes the Unity3D BUILT in Networking Can’t handle that many players but there are certainly other Networking Engines for Unity that can. The key is to split a single shard up over multiple Physical Servers. You would have different regions/Zones each controlled by their own Server Instance. Depending on the amount of work the Servers handle you could potentially host up to 20 Server instances on a quad core Server. 5 on each core. That number would change based on the amount of CPU and Bandwidth load each instance takes.

Seems pointless without cross-instancing, completely defeats the purpose of having a persistent world. I’m here talking about “MMO” development. I understand that getting an actual project to the point to where it can be called a “MMO” is a difficult task and the years of work that would be put into it are excruciating, however, I’m just interested in the networking side of it right now. Perhaps using your idea I could have “Channels” on the server, which are connected to each-other somehow.

I want to do this the proper why the first time, so if for whatever reason this project actually takes off between me and my friends, I won’t have to turn around and re-do everything. I prefer Java for the server language and so far I haven’t found anything, so I’m writing my own. I’ve got Unity connecting to the stand-alone server, however whenever the client is waiting for information from the server, Unity decides it just wants to sit there. Might have to move away and do things from scratch after-all.