Hi all, I’m new to Unity Networking (I’ve used Photon in the past) but really like it so far. I’m wondering if theres anyway it can be made to work with our server rather than the one Unity provides with Unity Online Services? Their server is great but we’re worried that 100 ccu might not be enough for our game.
A dedicated UNET server is, in essence, a Standalone PC/Mac/Linux build running as a LAN Host or a MatchMaker session, and all you are doing for the clients is to distribute separately completely different client builds for everyone else to connect to this LAN Host/MatchMaker that is running on a hardware.
It’s no different than making a UNET host/client for your game project.
Is it necessary to keep two different projects entirely to accomplish this? I’m working with unet learning it as I go and doing my best to keep server and client code separate.
Could you just differentiate the two when building (build server, make changes, build client) to avoid trying to keep two projects in sync? Or is this wrong to do?
I’ve finally gotten where I’m pretty comfortable working with unet within my game but I’m totally clueless right now on how to handle making my own server. I need to do some reading.
No one suggested you to make a new project. All you need is a Unity scene, and edit your Build Settings, so only that Unity scene is set to compile/build.