Hi.
For testing my games I used the NetworkManager HUD to not have to program my own HUD for matchmaking and stuff ( hosting, connecting… ).
At first I thought you can use unity’s relay server, so you don’t have to port forward anything and then unity will somehow connect the server + clients. I didn’t knew that the whole network traffic goes through unity’s relay server.
I have the server and a client running and connected via the matchmaker, is it normal, that the ping varies from less than 100 to over 200? Since it’s an authoritative server, the client sends requests to the server and the server sends a response to the client, however with unity’s relay server it is client request → unity’s relay server → my server, my server response → unity’s relay server → client, right? Not really suitable for realtime gaming.
Also move requests/position responses are send unreliably, but what about unity’s relay server? It’s probably always reliably forwarding all the traffic, right?
Just want to understand the matchmaking. Might use it for a turn based games. Even though I use client prediction, with the relay server in between the jitter is also increasing ( not using any kinds of interpolation yet ) and gameplay was very unsmooth, though it was of course my mistake to use a relay server for realtime gaming. But hopefully someone can answer my question from above, because I just want to have a good understanding of it all.