First of all, I know this has been discussed alot, but I just can’t seem to figure out what the best choice should be in my particular case
So I’ve been doing some research lately on networking in Unity. I’ve been told the built-in Unity Networking won’t cut it when you’re going to do some advanced stuff. Also when testing around with it, I’ve had several NAT-punchthrough problems.
After some searching on the forums I guess there were 3 solutions I found to be most commonly used:
- Photon Networking
- Smarfox Server
- ULink
Now, the main things I would like the networking to do are:
- Send terrain voxel data to clients (large arrays of bytes basicly)
- Players can start their own server within a client, other clients connect to the client via IP-Adress ( or maybe something like a friends system and invite friends), or either download a dedicated server application
- Hold around 20 - 30 people in a single game
- A database with users information such as name, password, player ID, maybe a list with friends (I guess this is possible with MySQL or something similar? )
- Send reliable and unreliable packages
What solution would be best to go with, according to this wish-list? Also, is it allowed to ship a server application of let’s say photon for example, modded specifically for this game, or is that not legal?
I don’t have any experience in networking yet so any help is welcome ![]()