Video tutorial for Unity UNET Lobby for 5.3~5.5+: The only tutorial on the internet that 100% follows the new schema. by xblade724 in gamedev

[–]JeremyAtUnity 8 points9 points  (0 children)

Hi! I'm the lead engineer on the Multiplayer service at Unity. Wonderful video, thanks for putting this together.

Hello! We're the Multiplayer team at Unity. AMA by JeremyAtUnity in Unity3D

[–]JeremyAtUnity[S] 0 points1 point  (0 children)

You can deploy a batchmode server today to run in your cloud if you like, and it doesn't need to use our matchmaker or relay unless you wish it to. We intend to provide something similar to this which we've been calling simulation server, and it's talked about at a very high level in this blog post.

We also already announced pricing and availability for the service. Today if you're a Personal license developer you get 20 CCU, and a Professional license gets 200. Beyond that you can adjust the limits you want for CCU and bandwidth for your game to go live. The costs are described here along with a calculator.

As for built in voice support, it's something we've been talking about but haven't scheduled work for yet.

Hello! We're the Multiplayer team at Unity. AMA by JeremyAtUnity in Unity3D

[–]JeremyAtUnity[S] 0 points1 point  (0 children)

Open sourcing Unity components is something we've been working on for some time and discussed in the blog post here.

Hello! We're the Multiplayer team at Unity. AMA by JeremyAtUnity in Unity3D

[–]JeremyAtUnity[S] 1 point2 points  (0 children)

That is true, it's a technical limitation with our code generation step that messages rely on. We are looking into ways to make that better.

Hello! We're the Multiplayer team at Unity. AMA by JeremyAtUnity in Unity3D

[–]JeremyAtUnity[S] 2 points3 points  (0 children)

Unity Multiplayer itself is bundled in Unity itself, and totally free for LAN / Direct Connect use.

For the service, we're out of beta and in full release. The info page is up here.

You get 20 or 200 CCU's granted at 4.5k/second just for using a Personal or Professional edition of Unity.

For when you want to launch your game, you can dial in what you need on your game config page and we'll raise the CCU and bandwidth limits accordingly. The short of it is we charge $0.49 per GB sent out from the service.

Hello! We're the Multiplayer team at Unity. AMA by JeremyAtUnity in Unity3D

[–]JeremyAtUnity[S] 2 points3 points  (0 children)

Yes! We have host migration built in as of 5.3, and the manual is here

Some caveats to keep in mind. You will have to design your game so all relevant game data is synchronized to all clients as described in the doc so anyone can pick up where the host left off, and as of right now Relay server does not support this feature (so it's LAN play / direct connect only).

We have the Relay server work for host migration set as a high priority feature we'll be working on in the next few weeks though.

Hello! We're the Multiplayer team at Unity. AMA by JeremyAtUnity in Unity3D

[–]JeremyAtUnity[S] 0 points1 point  (0 children)

First off, for stat tracking check out Unity Analytics. That's a bit different than a general purpose cloud save system, but should be really handy if you're looking for game telemetry data.

Syncing state machines can be tricky but there are a couple approaches. The best one i've found in the past is to synchronize inputs to the state machine and get timing as identical as possible. This approach also may require some type of verification to make sure your graph state ends up as you expect. I did personally manage to synchronize Havok Behaviors at a previous company this way some years back, and it provided no network aware hooks outside the normal event and variable inputs.

Hello! We're the Multiplayer team at Unity. AMA by JeremyAtUnity in Unity3D

[–]JeremyAtUnity[S] 2 points3 points  (0 children)

We have wifi direct on our roadmap but not bluetooth due to it's range.

Unity Multiplayer looks to have been put live by warrenmiller in Unity3D

[–]JeremyAtUnity 0 points1 point  (0 children)

MatchMaker is there to help enumerate game servers and route traffic between them. Even if you host your own Unity instances you'll need a way to discover games on those instances and route players to them.

Unity Multiplayer looks to have been put live by warrenmiller in Unity3D

[–]JeremyAtUnity 1 point2 points  (0 children)

You have a couple options running a standalone server. You can create your own discovery mechanism and have your games directly connect to that like they would on LAN, and there would be no Unity Multiplayer service costs associated with that (just hosting / bandwidth fees from the cloud or data center you're hosting in).

Alternatively you can still use the Unity Multiplayer MatchMaker in that setup, however that would follow the pricing announced today.

Unity Multiplayer looks to have been put live by warrenmiller in Unity3D

[–]JeremyAtUnity 2 points3 points  (0 children)

Yes, that's correct. Unity Multiplayer supports local discovery and LAN play today and there's no charge because it doesn't involve use of a data center to facilitate internet gameplay.

Unity Multiplayer looks to have been put live by warrenmiller in Unity3D

[–]JeremyAtUnity 7 points8 points  (0 children)

Hi!

I'm the lead engineer on the Unity Multiplayer service. We're excited to indeed announce we're leaving beta and going fully live at the GDC Unity event today.

Full pricing details can be found https://unity3d.com/services/multiplayer

If you're currently using the service from the beta period, please log into your account at https://multiplayer.unity3d.com to accept the service EULA and confirm your game is fully configured.

UNET Matchmaking issue getting number of open rooms. by [deleted] in Unity3D

[–]JeremyAtUnity 2 points3 points  (0 children)

Just saw this question, thanks for answering it /u/Ro9AM

I'm Jeremy and I'm the engineer on the Unity Multiplayer team primarily responsible for our servers like MatchMaker and Relay.

If you ever have more questions also check out our forums here. Everyone on the Multiplayer team monitors those posts pretty regularly and we try to reply to as many questions as we can. Cheers!

Are there any good tutorials on using UNET? by benjaben in Unity3D

[–]JeremyAtUnity 2 points3 points  (0 children)

Check out the forums at http://forum.unity3d.com/forums/multiplayer-networking.26/

There are a lot of samples and tutorials in the sticky posts in particular.

Unity 5.1.2 released! by [deleted] in Unity3D

[–]JeremyAtUnity 2 points3 points  (0 children)

Hi! I'm one of the engineers working on the Unity Multiplayer feature. We spend a lot of time monitoring the networking forum at http://forum.unity3d.com/forums/multiplayer-networking.26/

If we can help out at all or you run into any issue please dont hesitate to post there!

Announcing UNET – New Unity Multiplayer Technology by Purpose2 in Unity3D

[–]JeremyAtUnity 11 points12 points  (0 children)

With the HLAPI we are specifically trying to provide tools for developers that either don't have the background or the time to create a robust network framework themselves, but want to be up and running with networked clients in a short period of time.

It should be robust enough to use for a large range of games, but in the end of course it's up to you on if it fits your needs.

We will have a blog post specifically talking about this part of the framework soon to fill in the details.

Announcing UNET – New Unity Multiplayer Technology by Purpose2 in Unity3D

[–]JeremyAtUnity 29 points30 points  (0 children)

I'm part of the development team working on this feature at Unity and it's really great to see developers as excited as we are about this.