Unity multiplayer without Unity Networking?

I was wondering if it is possible to use the Unity Multiplayer service while using your own custom networking code to send messages between server and client.

Why would I want to do this?

I’m developing a turn-based game, and Unity networking doesn’t seem to be the best fit for that.

Unity Multiplayer has a pricing system that works for me: $0.50/GB doesn’t come out to a lot for a turn-based game, so this is the best bang for my buck.

Just curious, what specifically is stopping you with UNet? There’s fundamentally nothing different in turnbased game communication than there is in anything else. The biggest difference is managing who has permission to ‘move’, which is a server authority design thing, not a networking middleware thing.

I only want the server to update the game once a turn has been “locked in” by a player. So, for example, if you move a fleet from one place to another, buy a new technology, build some units, etc…, I want the client to send their move to the server, then I want the server to send a message to the other clients, so they can see what happened, while only sending them the information that they are allowed to know. (fog of war will prevent them from knowing some things)

Looking through the docs, I suppose I could just use NetworkWriter/NetworkReader for this, so come to think of it… I don’t need to write my own network code. I’m still curious though if UNet is a requirement for Unity multiplayer.

Thats basically all up to how you write your network code and still doesn’t have anything to do with your choice of network solution. They all basically can handle this.

You can strictly use RPC calls for games like this and it should be fine. Pretty sure the HLAPI has all you need. I’m not sure if UNet is a requirement for Unity Multiplayer, though. Sorry.

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