i want to know how the architecture of the Unity3D, works in the multiplayer ambient?
It’s use a structure like client/server? If it’s, i need construct one client aplication and one aplication to server? Or i need one version of the Unity3D to server and another to compile in client?
That isn’t so much how it works, rather that guide shows how to us it. The examples listed in the first question are very confining. The real answer is that it can working either way or in more ways out of the box.
As far as I know, Unity only supports server/client architecture – no peer 2 peer. You can have clients and server running the same scene/project if you want. You can do it all with the free indie version of Unity. For dedicated servers, you’ll need Pro so you can do batchmode.
So if he uses the client/server architecture, i need to create one server version and a client version executable? Better, i need to configure an aplication to the server and use it to control some actions of the players? So this server aplication will talk with the client version?
Oh ok, thank you for the information cerebrate, I will try that (I have no idea of what the config file should look like but I will eventually find out now I know it is possible :p)
I tried : “mypath\myscene.exe” -projectPath myprojectpath -batchmode" and I get : “-batchmode” command line argument is only available when publishing using Unity Pro.
Cerebrate, do you have an idea of what ? Maybe you are using an old version of Unity ?