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Is Photon PUN+ better for multiplayer games or Forge Networking?

Discussion in 'General Discussion' started by Legend458, May 29, 2016.

  1. Legend458

    Legend458

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    Hello,

    Is Photon PUN+ better for multiplayer games or forge networking? Which one can you make dedicated servers with? Which one is more stable for huge multiplayer games?
     
  2. Ryiah

    Ryiah

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  3. Legend458

    Legend458

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    Ok, so Forge doesn't allow you to have dedicated servers? I think I'll go with Photon. How does Photon work? Like does it already come with a menu to connect to a servers? Thanks.
     
  4. Ryiah

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    I didn't say that at all. I said it requires you to host your own servers. Basically you're responsible for running your own server hardware with Forge whereas Photon will do that part for you.

    Last I checked it came with a few tutorials and that was it. If you need a menu you'd have to make it yourself.
     
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  5. Legend458

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    So Forge Networking allows you to create dedicated servers? But do you need your computer on to keep the servers running? Is there any easier solution that already has a menu and multiplayer?
     
  6. Ostwind

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    Note that Photon PUN+ server thing has limitations too so don't expect to host thousands of players for free. Both Photon and Forge have detailed examples of usage.
     
  7. darkhog

    darkhog

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    I'd suggest you try UNET. It's very nice and easy to use.
     
  8. Legend458

    Legend458

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    Can you provide a link for UNET? Also does it provide dedicated servers?
     
  9. Ryiah

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    Ideally you would run the dedicated server off hardware designed for that purpose at a data center.

    None that I am aware of. You have to understand that multiplayer is not a beginner subject. It can be very advanced. You aren't simply adding an asset to your game and getting multiplayer. You have to design your game and scripts around it.
     
  10. Legend458

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    I understand that. What is UNET?
     
  11. Ryiah

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  12. Legend458

    Legend458

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  13. Ryiah

    Ryiah

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    No. At least nothing that isn't extremely general. I haven't actually made an MMO. I've only researched the process.

    That's not massively multiplayer. That's just multiplayer. What you're looking for might be something like the following.

    https://www.assetstore.unity3d.com/en/#!/content/51212
     
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  14. Legend458

    Legend458

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    Ok, it looks like that asset has it already setup for the servers and stuff. It will require me to host my own dedicated servers with particular software?
     
  15. Legend458

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    I'd also like to make a 3d survival game, not a top down, I don't know if that asset is limited to top down games.
     
  16. Ryiah

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    Yes. You'd be hosting a UNET-based dedicated server.

    You'll have to rework the code then. Change camera viewpoint to a character, rework the control system, and so on.
     
  17. Ostwind

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    With all that type questions it seems you have not done research about networking enough in general and do not have a lot of knowledge about Unity or assets. You will waste a lot of money if you plan to buy bunch of assets and think they will result in well working MMO.

    I would suggest you trying to make something like agar.io with 3-10 players and see if you can get that working first. Yes, colored balloons eating each other in multiplayer.
     
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  18. Legend458

    Legend458

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    Ok thanks!
     
  19. Legend458

    Legend458

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    Btw do you know anyone that can script?
     
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  20. Ostwind

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  21. Legend458

    Legend458

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  22. Ostwind

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    Yes, all solutions mentioned (photon, forge, unet) are when used correctly.
     
  23. Murgilod

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    If you have to ask basic questions like these you're probably not ready to make an MMO.
     
  24. Legend458

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    Ok, this seems all very complicated. And Murgilod, yeah I probably am not ready, I was just getting some advice on where to start. I'll need to learn how to script probably before anything.
     
  25. Ryiah

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    That said a solution designed for an MMO is a better way to go than simply picking a generic networking solution as there are MMO-centric features you will otherwise need to implement on top of the generic networking in order to handle a big world filled with thousands of players.

    One example is load balancing. What most MMOs refer to as a single server is actually a collection of physical servers that are controlled by a master server. One of the jobs of the master server is to handle the load on each of the servers to ensure that none of them become overwhelmed. Additionally if one of the servers encounters a problem the master server can migrate the instances from that server to another while the problem is being corrected.

    Using a generic networking solution means you will have to implement this functionality yourself if you need it.
     
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  26. Legend458

    Legend458

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    Is TNet 3 a suitable networking solution?
     
  27. Ryiah

    Ryiah

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  28. Legend458

    Legend458

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  29. Ryiah

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    No idea. :p
     
  30. Legend458

    Legend458

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    Ok
     
  31. kornel-l-varga

    kornel-l-varga

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    Old post I know, but reading through this thread... wow I admire your patience :) ( no pun intended Legend458! )
     
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