I installed Unity 5 and I want to develop an android app which his main concept is multiplayer players - more than 2 players, based on rooms like FunJump.
I have searched a lot in the forum before I decided to write this post and I found many answers, part of them weren’t relevant because of the Unity 5 release.
So my question is, If I want to develop an android app using multiplayer and I don’t have the Pro version,
Could I do it by using Unity servers? Or there is something else and it’s not free or won’t satisfy me with my app.
** @60noy ** For mobile platform the best & cheapest option for you is Google Real Time Multiplayer, works fine with any version of Unity. Contains all top notch features for free. No need to have hire or handle any server headaches, completely handled by Google for free.
So what really happens if we have a truly popular game that does do over 50m requests per day - If they don’t expand our capacity then we’re dead in the water…
In that document, at bottom they have clearly mentioned that you can ask for more quota as well. This is developed by google and they have all scale & genre games on their store so I think they keep everything into consideration while developing something. Also brief what kind of server side logic are you looking for?
Yeah, but this phrase: “Please be aware, however, that requests for additional games quota probably will not be honored unless your game is experiencing truly exceptional usage and is obeying the above guidelines.” [emphasis mine]
So if I hit 50m requests (sounds like a lot, but it’s not - that’s about 500 CCU at 1 msg per second)
CCU * seconds per day
500 * 86,400 = 43,200,000
What is " truly exceptional" ? 1000 CCU does not sound “truly exceptional” to me, but almost double the allowed quota @ 86m requests per day.
(could it even be half that? Does a message going from user A to user B constitute 1 or 2 requests? If so then it’s twice as bad
User inventory, virtual cash amounts, sophisticated player matching, etc.
What about dynamically changing features like enabling/disabling certain rooms, adding new rooms, etc (ie, without a new release).
I’m aggressively trying to pick any possible issues using this service as I’d LOVE to use this and would like to understand that this would work for my game, but I’m very cautious of being locked into a system that will not allow us to scale or let us have the server side features we need.
I get that I can use my existing server back end for any server side logic I can’t achieve and I totally get that Google have the resources to scale (no question there), but that wording make me feel a little uncomfortable - I’d hate to be a success just to be squashed by scalability.