how to increase max players with local server
Hi dev
I am using UNET before and change to Photon Thunder because UNET server is so slow and expensive .
But I have a problem with Photon Thunder that the Max Player options .
I am using Photon Thunder to connect the Local Server( Photon Server , The Default Loadbalancing Application with 100 CCU Free License) .
I changed Maxconnections on "PhotonNetworkManager.singleton.maxConnections = 30"
And it's fine on the rooms list , its shows me 1/30 when created the room .
But When the room joined more than 10 players , the other players can't join to game .
I think I have 100 CCU , so I can support 100 connections as same time .
Or could you tell me what's is the CCU mean , does 100 CCU only support 10 players online ?
Or how to change the max players per room on LoadBalancing Photon Server Application ?
I am using UNET before and change to Photon Thunder because UNET server is so slow and expensive .
But I have a problem with Photon Thunder that the Max Player options .
I am using Photon Thunder to connect the Local Server( Photon Server , The Default Loadbalancing Application with 100 CCU Free License) .
I changed Maxconnections on "PhotonNetworkManager.singleton.maxConnections = 30"
And it's fine on the rooms list , its shows me 1/30 when created the room .
But When the room joined more than 10 players , the other players can't join to game .
I think I have 100 CCU , so I can support 100 connections as same time .
Or could you tell me what's is the CCU mean , does 100 CCU only support 10 players online ?
Or how to change the max players per room on LoadBalancing Photon Server Application ?
0
Comments
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Hello Dev,
The CCU stands for:
"Concurrent Users for a game are all clients that have a connection to a server at the same time."
The 100 CCU means exactly what you expect, you can have at maximum 100 player concurrently. If you want that a specific room can handle more player, you need to pass this information when creating it, like its documented here: https://docs.unity3d.com/ScriptReference/Networking.Match.NetworkMatch.CreateMatch.html0 -
@ramonmelo : What if I am running Photon bolt on my owned cloud server and all clients connect to it via static IP ? In this case is Bolt engine not limited by the CCUs ?0