So my understanding of UNET was that all the matchmaking service did was handle the matchmaking of player clients with player hosts, at which point it used NAT punch-through to allow all networking to go directly between the clients and client/host?
Is this statement not true, because if not and looking at your pricing, I may as well give up! Why on earth would you create system that offloads almost all host responsibilities to one of the players and yet still charge as if YOUR servers are doing all the work?
I have a small two player game that was going to sell for a few dollars (if that), but now looking at the confirmed pricing, rather than making a small profit, I’ll be running at a loss.
I imagined that because the framework is essentially P2P your charge of CCUs would be just for the number of concurrent connections listed in the matchmaking service as that was it. For example:
0 - 20 Free
21 - 100 $10 a month
101 - 1000 $100 a month.
Instead, your charging for gaming messages and bandwidth I didn’t even think I was using on your servers.
AND TO TOP IT ALL OFF I HAVE TO BUY A PRO-LICENSE TO LAUNCH A GAME WITH MORE THAN 20 PLAYERS. …brilliant.
I really hope I’m wrong about the above, so please correct me if I am. If not…thanks for letting this 41 year old developer spend months learning your buggy, poorly documented UNET in the evenings, sacrificing time with my family in the hope they’d benefit in the long term.
I’ve literally JUST fixed the last bug in my networking code so the timing of seeing this announcement couldn’t have been more of a slap in the face.
Does anyone have experience of Forge and converting a UNET project over to it?
Thanks
EDIT: I also thought you was going to provide the option to host our own matchmaking server. What happens to a game, were in 5 years time, it still has a dedicated player base? I have to continue to pay $50 a month for that 100 players years after sales of my $2 game dried up? I hate that companies like EA shut down servers and you’ve just forced that model on Unity UNET users.