Unet standalone simulation server (dedicated server)?

Hello,

I was wondering if Unity has released a standalone simulation server yet, as I keep reading that Unity was planning on releasing one “in the future”, but that was 2015. Now that it is 2016, I was wondering if this had been implemented yet?

I’m simply looking for a way to have a truly authoritative dedicated server setup for multiplayer using Unet (i.e. where the game is simulated on the server, and all of the clients are basically receivers of the information).

If you check out the Roadmap you’ll see that the server library has drifted out of 5.4. Hopefully it makes it to 5.5 which I guess will be towards the end of the year. I’m having some good success with the NetworkServerSimple class which is new to 5.3 and seems to be pretty good.

Ah okay. So still a “no” right now officially.

Are you able to basically have an authoritative/dedicated server with the way you’re doing it then? Or is it kind of a hybrid somehow?

It’s pretty good. My setup is dedicated authoritative server. Not done any heavy load testing yet, but I’m liking the workflow when using NetworkServerSimple and NetworkClient. Made my own NetMsgs and handlers - seems good so far.

Someone from Unity can maybe give an official comment about the status of the simulation server development?

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+1 to Whippets. I’m using NetworkServer & NetworkClient classes and for the moment it works well. You can build something nice with this.
However I don’t trust higher level classes like NetworkTransform. Gave a look 3-4 months ago and I would’t even call them pre-alpha…

Haven’t released a standalone version. There’s some closed alpha activity going on; don’t expect anything soon.

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Thanks richard - just keep us in the loop not in the dark for months at a time :slight_smile:

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any update on this?

https://blogs.unity3d.com/2017/03/17/update-on-unity-multiplayer-current-and-future/

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I think they ended the development and is not anymore in the Roadmap you can check if want

We’re still on it. Unity recently acquired a company called Multiplay which will help out on this front significantly

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Tell us more, this is a key component of Unity for many of us. We’d love to see it bolstered/changed/whatever. Don’t keep up in the dark :slight_smile:

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The deal is very fresh! We’ll be getting teams onboarded. Then can then start to refactor roadmaps and getting things confirmed. So, for now, unable to talk much about the future other than we’ll be busy defining it.

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Awesome. Let us know when you can. Even drip feed info. Multiplayer + Unity is definitely where we’re at.

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Glad to see a fire is being lit under Unity’s networking feature development. Good news!

Wow, fabulous! I cannot wait until we can hear more. This could help a lot of us with our development and especially our testing. Thanks. :slight_smile:

@richard-lee Any new updates?

I too am interested in any new news.

Hi, we actually had 3 sessions at GDC. Will post when the recorded sessions come online. Usually takes 1 - 2 weeks after a big event to get videos up. Here’s what’s up:

1) Dev Days / Multiplay. Gives an overview on creating dedicated server experiences and how Multiplay can help.
2 & 3) The Future of Connected Games. Gives you an idea of what our future thinking is regarding this space. A shorter one was hosted by Google (not sure if they’re posting a video) but a longer 1 hour version was done at our HQ, which was recorded.

We’re also working on a blog post for general “State of Multiplayer”. This post will take quite a bit of internal collaboration so don’t expect it before the videos come out.

Are you working on a multiplayer game or thinking about making one? We may be interested in your feedback. If interested in providing, PM me with details of your project and your team.

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