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That reads to me like you can still have servers, just without them using the Unity runtime. Is using the Unity runtime for servers common? The multiplayer Unit
by jimmaswell 8y ago
That reads to me like you can still have servers, just without them using the Unity runtime. Is using the Unity runtime for servers common? The multiplayer Unity games that I know of don't do that.
- meheleventyone 8y agoI believe Rust does and that’s perhaps the single biggest Unity multiplayer project in terms of concurrent users AFAIK.
- ezekg 8y agoYes, as far as I know, running a headless version of the game (Unity in "batch mode") is how a lot of (most?) games do dedicated authoritative servers, otherwise your server wouldn't actually be running the same game. Or am I misunderstanding something?
- meheleventyone 8y agoYou don’t strictly need to have the same codebase for client and server. If you’re making a slower paced game it’d be wasteful to burn processing power running the full Unity runtime.
- gambiting 8y agoThe whole point of SpatialOS is that it executes Unity runtime in the cloud. You create regular unity objects and they execute somewhere in the cloud.
- mesozoic 8y agoIt is. Even after suggesting otherwise to some senior friends who work on MMOs it seems they're locked into doing it for some reason probably just inertia and general fear of game companies to do things the right way and not the "easy" way.
- ccvannorman 8y agoI understood it to mean, "You cannot offer a managed service for headless server Unity to support multiplayer for game developer clients", but "You can still do this for your own game in-house"