What are the major differences between Photon Socket Servers and Basic Unity Networking?

The question in the title. What are the major differences?

2 Answers

2

We’ve got a comparison page here:

Some points you shouldn’t underestimate:
With Unity’s Networking, you also need some server to let players find each other. Games are hosted on random player’s machines and you can’t always connect to them. If the host leaves, the game is instantly down which gives the players a bad experience, unless the game is 1:1, where only one other player has to suffer from host-drops.

PUN (Asset Store) is built to be like Unity’s networking but we have another package that’s geared more towards coding and fine control over everything.

link is not working, please fix

New link is: [http://doc.exitgames.com/en/pun/current/reference/pun-and-un][1] We will add a redirect for the old link soon, too. [1]: http://doc.exitgames.com/en/pun/current/reference/pun-and-un

Photon costs big bucks, but is much more reliable, less coding. Basic unity networking is a lot of coding, but much more efficient.

This is just plain wrong

Photon is actually free, more reliable, really easy to implement and much more efficient. In my opinion not many should really ponder as to what networking solution they should use. Photon is the better answer.