Which Network Frame for My Game?

Heyo everyone. My apologies for the double post, I realized I posted this same question in the wrong section of the forums (multiplayer tools), so I am moving it here. I wanted to ask the greater Unity community for your input on what network framework would be better for a speculative game I am working on.

For context, I want to create a small-medium-sized open-world naval / pirate game where multiple players will be interacting with other players and the game world via naval, ranged, & melee combat, as well as gathering materials in the game world itself. There will be lots of network game object projectiles and fast-paced action. I want the servers to be dedicated and that the game itself provides and it is not hosted by the players / clients and the server size to be a maximum of 100 players.

I am aware that Unity Gaming Services is more for smaller games but I am wondering if it is now powerful enough to manage a good-sized server amount especially with their latest releases and updates they have been doing.

What would be the best approach for my preferred multiplayer scope? Can I get away with just using UGS or should I use another framework instead? I would love to hear any recommendations or comments. Thanks for reading!

Scale it down!

You have no idea how difficult that is what you’ve just sketched out even for AAA game studios. So the least of your concern right now should be the network technology. Start with whatever works well and easy for you and gain some experience with networking in general and implement some basic game concepts.

When you feel comfortable with that, maybe in a year from now, then you can get back to your dream project and you know much better what kind of requirements the tech needs to have.

And yes, I’m assuming you have little to no network experience by the simple fact that you’re asking the question about the network tech. This is something you need to answer yourself, if need be by putting each framework to the test and meticulously measuring bandwidth, latency and all that.

Try going for 10 players initially. That will be a challenge already. Managing 100 players requires you to make sound tech decisions on a per-byte level regardless of the network technology. It’s going to be mostly your code that will make or break that kind of game. In fact, I would say anyone attempting to make such a game are more likely to write the network code tailor-made to their game with a simple UDP transport rather than a GameObject networking built on top of it because for that convenience you simply lose too many optimization opportunities to run a game with 100 players on the same server. More so when it’s supposed to be a fast paced action game.

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While Unity Gaming Services might have been more suited for smaller games in the past, recent updates may have enhanced its capabilities. However, the best approach for your game would depend on your specific requirements and constraints. You might want to consider factors like the complexity of your game, the expected number of players, your team’s familiarity with the technology, and your project’s timeline. Speaking of which, have you played on a website https://fast-pay.casinologin.mobi/ that has the best modern gambling games? Here you will forget about boredom and get an unforgettable gaming experience!

I agree wholeheartedly with CodeSmile. And don’t take it as a step back, @WorldCast . If you find out that you can totally manage a scaled-down idea, you are always in time to scale it back up. But starting with plans that are too huge can often lead to not finishing at all.