So basically I’m making a Town building game (Like Farmville I guess?) with some RTS components such as unit selection, movement with pathfinding and attacking. There won’t be massive armies or anything, just a main hero character and 3 or 4 accompanying units, along with the town’s buildings per player.
The game is basically a persistent world. Each world will consist of up to 40 or so towns (players). The initial phase will probably have 2 or 3 worlds tops, thus up to 120 concurrent players. The DB will be handled by MySQL via PHP.
Now I’ve started working with Unity Networking for my project and it seems to get the job done. But I have some concerns and questions regarding the built-in solution:
1- I will be hosting the game through a VPS/Dedicated server. Since Unity Networking doesn’t support setting up a dedicated server, can I say create a special renderless webplayer build for the server and initiate the server through it? Players will connect directly to the Server IP which is static.
2- How is the performance of the built-in Networking and how scalable it is if I decided to add more worlds? Am I better off using a different solution such as Photon? At the moment and if I get the hosting ordeal resolved, the built-in solution looks to be sufficient and easy enough, but one need to look ahead.
Appreciate any input, thanks.