Role of photon real time game server
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Hi,
First of all Sorry for such a novice question, I'm new to the multiplayer development and Photon as well.
We are planning to use PUN for a real time multiplayer versions of a game developed using Unity 3D. I have gone through the documentation and have following queries:
1) Does PUN enable hosting an Unity instance on the cloud (server)?
2) If the answer to the above questions is NO, then what do you mean exactly by a dedicated game server? What else (related to game play and logic) does the server do apart from room/lobby management and matchmaking eco-system?
The documentation says that even if the host disconnects, other clients can still remain and that the hosting is transferred to a different client. How does the game server achieve this without running a unity instance on server?
Any blogs or documentation explaining the PUN server architecture would be helpful.
Thanks in Advance
First of all Sorry for such a novice question, I'm new to the multiplayer development and Photon as well.
We are planning to use PUN for a real time multiplayer versions of a game developed using Unity 3D. I have gone through the documentation and have following queries:
1) Does PUN enable hosting an Unity instance on the cloud (server)?
2) If the answer to the above questions is NO, then what do you mean exactly by a dedicated game server? What else (related to game play and logic) does the server do apart from room/lobby management and matchmaking eco-system?
The documentation says that even if the host disconnects, other clients can still remain and that the hosting is transferred to a different client. How does the game server achieve this without running a unity instance on server?
Any blogs or documentation explaining the PUN server architecture would be helpful.
Thanks in Advance
0
Answers
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Hi @rash,
1) No Photon Realtime Cloud does not permit that at least not out of the box.
2) Photon Server runs a LoadBalancing application that cross platform clients connect to. It provides you with matchmaking and room logic.
Here is the architecture of Photon Realtime Cloud:
You can put the logic in one client as host, we call it Master Client. This is the classic Photon way. If you still want to host a Unity instance on server, here are your options:
A. Photon self hosted server: you need to write custom server code to start the Unity instance on the server as a host client. If you search the forum you may find other users talking about how they achieved this: discussion1, discussion2, etc.
B. A plugin could be useful in this case as explained here.
You can also try Photon Thunder
About host migration please read this document.0