Unity3D Multiplayer Networking Architecture

Hi to all,

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?

Can someone explain me this please?

Thanks!

If you look at leepos networking zero to hero guide, and take a look at these example projects: http://unity3d.com/support/resources/example-projects/networking-example

You will know how it works. Hope it help :smile:

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.

Hi to all,

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?

They can be the same executable or they can be separate – it’s your choice.

The server will talk to the client and the client will talk to the server.

Is there no way to have batchmode commands with the free version of Unity ? (I have read the license comparisons and there is no mention of that)

no, it’s a pro only feature

uh… you can run an instance of your game for a server with no graphics by doing

-batchmode -nographics

This works in indie. The ‘pro only batchmode’ is for the editor, not standalones.

If you want to configure a server that is in ‘nographics’ mode, make it so the game will look for a config file and parse it.

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)

yes indeed sorry, i thought it was for both editor and standalone. So it’s possible.

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 ?

probably. It was a 2.6.1 build that this worked on.

edit: yeah. I just tried the making a shortcut to a game I made with 3.2 and the -batchmode -nographics no longer works with indie. poo.