Photon Bolt: is it a viable solution for a game with a high cheating potential?
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in Photon Bolt
Hey, guys!
I'm working on a mobile game in which multiple players cooperate to beat levels. It's a PVE game, but players have ways to "help" other players die and drop valuable items, so the game has a cheating potential.
After some research, I found Photon Bolt which looks like the right solution because it's scalable and easy to use with Unity.
But if I got correctly from Bolt Tutorial its architecture lacks an authoritative server and all world computations (such as enemy AI) happen on the so-called master client.
Bolt promo materials claim it is capable of handling multiplayer for a game like PUBG or Fortnite - both are highly competitive games with obviously high cheating potential. Are those claims about Bolt Pro only?
Please enlighten me, bros & sis.
I'm working on a mobile game in which multiple players cooperate to beat levels. It's a PVE game, but players have ways to "help" other players die and drop valuable items, so the game has a cheating potential.
After some research, I found Photon Bolt which looks like the right solution because it's scalable and easy to use with Unity.
But if I got correctly from Bolt Tutorial its architecture lacks an authoritative server and all world computations (such as enemy AI) happen on the so-called master client.
Bolt promo materials claim it is capable of handling multiplayer for a game like PUBG or Fortnite - both are highly competitive games with obviously high cheating potential. Are those claims about Bolt Pro only?
Please enlighten me, bros & sis.
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Best Answers
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You can use Bolt as a "listen server" or dedicated server. For the latter see here https://doc.photonengine.com/en-us/bolt/current/demos-and-tutorials/headless-server1
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In addition you can do anti cheat with games without dedicated servers. See Kamu EAC or less secure examples on asset store.
On console you worry more about things like lag switches rather than aimhack.5
Answers
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You can use Bolt as a "listen server" or dedicated server. For the latter see here https://doc.photonengine.com/en-us/bolt/current/demos-and-tutorials/headless-server1
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Thank you, that is exactly what I was looking for!0
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In addition you can do anti cheat with games without dedicated servers. See Kamu EAC or less secure examples on asset store.
On console you worry more about things like lag switches rather than aimhack.5