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Engin Yılmaz avatar image
Engin Yılmaz asked

Should I have to use Photon,Unet or something else to make a server Authoritative Multiplayer game?

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Engin Yılmaz avatar image Engin Yılmaz commented ·

Sorry I post the question wrong. This was my first topic, so i post it wrongly.

I am new in multiplayer game programing. I search the web for tutorials etc. about 1 month time. I want to use Unity and Playfab to make my game. But there is a lot of thing i want to understand and tutorials and documentations are less. There is a example on github This one https://github.com/PlayFab/PlayFabGameServer I downloaded it but it uses unity network and StrangeIoC (which i dont know why they use it and do i have to use it on every multiplayer game?) What i want to ask is; Should i have to use these tools or can i make a server authoritative game using only unity and playfab? If yes, can someone send me an example unity project that using only unity and playfab to take a random number between 1 to 3 and send it back to client when the client clicks to a button. This basic example can help me to understand how can i make a server build and client build seperately. And another question is should the server side build headless or i can upload a build that have an UI also?

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Andy avatar image
Andy answered

While I'm not going to promise you it's all you'll need, PlayFab provides many tools that a server-authoritative multiplayer game would require. Many games are doing exactly that on top of PlayFab. The first question to address is whether you need dedicated servers to host your multiplayer matches, or if you can just use cloud script. This usually comes down to whether your games follow a synchronous or asynchronous multiplayer model.

For synchronous multiplayer, right now, you'll want to explore our server hosting features: https://api.playfab.com/docs/tutorials/landing-tournaments/multiplayer-servers-2.0

For asynchronous, we've found that cloud script is usually just fine. Cloud Script is a feature that allows you to define discrete functions in JavaScript that run on servers hosted by PlayFab. The logic is yours to define while we handle scaling up and down a shared backend. There's more here: https://api.playfab.com/docs/tutorials/landing-automation/using-cloud-script

Once you know which option is appropriate for your game, we can further explore how you'd go about using it.

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Engin Yılmaz avatar image Engin Yılmaz commented ·

Thank you very much for your answer Andy. I want to make a game like Mafia City, Rise of Civilisations. So i think they are synchronous Real Time Strategy games. I dont know javascript, so cloud script doesnt fits me.

I want to examine a simple example in unity to understand how things are going in multiplayer games as i mentioned above the example. I think you will release one in janurary 2019.

And another question is should the server side build headless or i can upload a build that have an UI also?

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Andy avatar image Andy ♦♦ Engin Yılmaz commented ·

Yes, we have a Unity sample for use with the new Multiplayer Server features coming in January. In the interim, you can see some very basic patterns in our basic C# sample here: https://github.com/PlayFab/gsdkSamples.

Servers always run headless. Depending on the engine, they're generally built from the same source, but just run your networking and game simulation, without loading assets or anything related to rendering.

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