Some basic questions to unitys network functionalities

Hey Guys,

I’m just on creating a Minecraft/Vox/CubeWorld like game and since the multiplayer is the most important part I want to implement it first in order to be able to implement everything later on in a way that it works in multiplayer.
Right now I’m considering Unitys built-in network functions to be the best solution, but I have a question:
If I build my Server this way it doesn’t have any restrictions (e.g. CCU) except the power of the Server and my implementation, does it?
And moreover: I want the gameserver to be available for download for everybody who likes to run a server himself for some friends or whatever. Is this possible with Unity? I’m a bit uncertain about this, because many “external” provider have a license that is bound to a single IP address which is the main reason for me not to use any of these services.
And last, as far as I understand it is possible to host a server myself without using any of Unitys services like the Unity Masterserver, am I right here?

Thanks in advance,
Taces

Changed the whole post, since my questions have been answered so far :slight_smile:
But I still have an other question, please look above.

Taces

Well, i would recommend going with a different solution that supports LAN, if you don’t want to use a master server. but when you’re a beginner, the built-in solution is the one to go for, as it is simple to understand.

A new bit of info: I might properly look into the unity networking API to see if it supports LAN, as one of my friends claims that he got it working in his game. Of course, this means asking my friend how he did it… :slight_smile:

And for making your own server, here’s a link that might help you. this uses both Unity Network and UDP sockets in .NET framework:

Networking-MasterServer
Hope it helps. I might also make a test myself to see if I can use it too… :stuck_out_tongue: