Hello I have read a bit about netcode, fishnet and fusion.
I am building a multi-player game where you are a manager at a research facilty. I would like you choice on to what network technology I should use based primarily on price. Some key points about the game:
There is no need to show any movement, it is mostly ui based. You don’t see any of the othe players choices.
Every turn the server offers all players the same 3 contracts , each player bids on a contract ( bid amount, project duration) the server then notifies who one each contract .
I want to make it work solo offline, on same wifi, and through lobby room system.
Each player has 5 minutes per turn until the next turn. So you see 3 bids choose one. Then do various stat changes. Each players game can do these calculations not much is send to the server. Players can choose to steal or sabotage other players then A request is sent to the server, then the next round the server calculates is it was successfully or failed and the damage done and notify both players.
The server need to randomly trigger some events on random players lab inspection, Ira inspection lab Accident etc.
The players per game I think will be 3-6.
I believe the data sent and received is alot less that your typically shooter, that tracks movement and actions colitions, animations each frame.
I would prefer to not use ads so have a one time fee.
I think anything can work for this type of game. Netcode for GameObjects is probably what you want to use, it’s always better to use the official solution when it fits the requirements of your game.
The frameworks you meantioned are realtime networking frameworks intended for synchronizing game state multiple times per second. This is not your use case. Your game can be considered a turn-based game with minimal interactivity. Typically one would implement this with UnityWebRequest and a stateless REST service.
Realtime networking is suboptimal because it requires players to remain connected with the game for the entire time (stateful), which can be troublesome for mobile users. Or which generally will be an issue for them because mobile users expect such a game for them not having to wait 5 minutes for other players to complete their turns. And be able to come back at any time, play a turn, and leave the game unattended again for a couple days.
Thanks for the reply, just to clarify all players get 5 minutes at the same time to execute their actions then another 3 contracts are given and repeat. I like the idea with the webrequest but i still need a lobby system. I dont now much about multiplayer but say a create a client version of the game and a server version (in unity or c application in VS) that just keeps data and send out the appropriate info at the start of each turn. How does the server application handle multiple games?