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Multiplayer Matchmaking Help with 'Network Lobby' Asset

Discussion in 'Multiplayer' started by VenUk, Aug 18, 2016.

  1. VenUk

    VenUk

    Joined:
    Jan 30, 2014
    Posts:
    10
    Hi

    I'm an indie game developer and I've created a game that uses the 'Network Lobby' from the 'Asset Store'. I understand that using Unity's 'Cloud Multiplayer Service' for the match making incurs costs based on the number of players or the amount of bandwidth used.

    The free version only allows 20 CCU (I'm guessing that stands for 'Concurrent Users') which isn't a lot for a an FPS

    Can I change the 'Network Lobby' to use a free way of doing a match maker service? Does anyone have an example of how to achieve this?

    Thanks
    Ven
     
  2. TwoTen

    TwoTen

    Joined:
    May 25, 2016
    Posts:
    1,168
    I think you are mixing up the relay and matchmaking service. You can replace the relay service with something like nat-traversal
     
  3. thegreatzebadiah

    thegreatzebadiah

    Joined:
    Nov 22, 2012
    Posts:
    836
    Hi @VenUk I think I might have more or less what you're looking for.

    Check out my NAT Traversal plugin on the asset store. It allows you to make connections without using the relays, or optionally to use the relays but only as a fallback to other connection methods like NAT punch through.

    It should reduce your costs about as much as possible.

    Cheers.
     
  4. VenUk

    VenUk

    Joined:
    Jan 30, 2014
    Posts:
    10
    Excellent thanks for the information guys much appreciated