UNet can handle a large MMO?

Hi all,

I started with a personal project (MMO) and i don’t know which is better UNet or Photon for a large MMO like Blade and Soul or Black Desert Online.

Any suggestion?.

Greetings.-

From what the people from Photon told me, PUN is room based and can only handle a max of 20 players in one room. From what I understand Photon itself isn’t really different from PUN, so I don’t think they can handle large MMO’s like the ones you mentioned.

You could try atavism. Maybe that’s a solution for you.

Good luck!

Guildwars2 with all their money and large dev team, have a limit of about 200-300 players per zone instance. More than that and a new instance of the zone is created (a new server). So I would be wary of any claim greater than that.

For continuous worlds, the servers need to talk to each other and pass characters between them, so the area controlled by any one server would need to be worked out through extensive testing.

Either way, it’s no small undertaking :wink:

20 max players per room for PUN? can someone confirm this?

I really do not know what is the limit per room, but there is a limit for free version per server - 20 CCU. However, there are also a few paid options. Check them HERE.

PUN isn’t really that great option for MMO. As Sherizlya said, it is room based. However, there is also Photon Server. This platform is authoritarian and perfectly fit MMOs. You can check it HERE. There are a few nice MMOs made using it. So, it works fine. Be aware that this platform needs more advanced skills in programming. Also, you will have to host it by yourself, whilst PUN is hosted by Exit Games/Photon developers.

straight from the mail I got from the people of Photon:

Interesting, and any have a idea of UNet can handle a large mmo? or if in the future can do this?

And extra question, for the database, in the past with Lineage 2 and Aion i use MySql, but this is in the past now we are in 2016 and i don’t know if exist another better option.
And investigating in internet i saw noSql Cassandra. Any have a idea if this works for a large mmo?

You should watch THIS SPEACH. I really enjoyed watching it. There are a lot of useful information. Btw, he is talking about Cassandra there as well.

Both SQL and noSQL are widely used, but they just used for different purposes. They both have different cons and pros. So, you shouldn’t use only SQL or only noSQL DBs. It depends on circumstances.

Yes i saw this video. And this comparative http://ithare.com/unity-5-vs-ue4-vs-photon-vs-diy-for-mmo/ and too much links in google.

So i don’t need more links. I need a profesional with experiencie in this area.

They seem to avoid any mention of large scale on their page for Unity Multiplayer, in fact they say:
What kind of projects is Unity Multiplayer best suited for?
Session-based, real time games, like shooters, racing, and action RPGs.

It would be nice if one of the devs could pitch in and perhaps explain where the limitations are in UNET which might prevent it handling hundreds (or thousands) of connections simultaneously.

Yep it would be nice if a Unity Dev can respond this post or any with the experience in UNet and MMO games.

They are talking about the Unity Multiplayer services there, which are the Matchmaker and the Relay Server. You only need those in session based games like Dota, Counter-Strike, etc., not in MMOS. They don’t mean it as “UNET is for session based games”, only their additional services are.

For now anyways, since they mentioned hosting dedicated servers in the future (aka UNET phase 2 and 3 / simulation server).

XML is always nice. MYSQL is just so painful to deal with and needs far too much attention (and time). XML files just happily sit there and don’t bother anyone. You can even read them with any text editor, that’s just so stress free.

I use UNET for my uMMORPG asset. It was an absolute pain to deal with about a year ago, since the support was non existent and all bugs were ignored. Things seem to change though, several critical bugs that I reported were fixed now (except this one). If you are trying to decide which networking library to use, I’d definitely recommend UNET. UDP is great for a change, far less annoying than TCP. Alex Abramychev seems to be doing a great job with the LLAPI. The HLAPI is a bit weird at times, but the main idea with Commands, Rpcs and SyncVars is really awesome and saves you a lot of code. For comparison, uMMORPG has a bit more than 4000 lines of (UNET) C# code now. The server side alone took me 50.000 lines of code when doing it in C++ a few years ago. And the time of course…

Thanks very helpful.

UNet’s eventual goal is to scale up to MMOs, but it’s not currently capable of an MMO with HLAPI. It probably is if you want to get really dirty under the hood but you will need substantial experience in networking (at the moment).

It’s on their roadmap.

You could probably manage 100 players with UNet right now if your commands are super lightweight, and bandwidth nonexistent. But that’s not an MMO :slight_smile:

PUN is in deed only for smaller scale session based games. Photon Server on the other hand is for larger games and can handle a MMO just takes a ton of custom coding which in all reality every MMO no matter what you use for Networking will as well. You also have the option of rolling your own networking using something like Lidgren.

Okey, I will trust in UNet D.D

Try uNet NetworkServerSimple - it seems to have none of the bloat of NetworkServer and is nice and simple with events based on message types and connection handling. I’m enjoying it so far

You sure? :stuck_out_tongue:

Nop jajajaja but I will try. I estimated my project for 1 or 2 years for the prototype, so i guess UNet would be more robust in this future(?).

Well that’s barely even the capabilities of java minecraft server then… I mean wtf is it really that bad?