BOLT client-server architecture options

I'm researching Unity multiplayer options and need some clarification on the Photon Bolt dedicated server option. On the Bolt product intro page it says Photon Cloud does not host a dedicated Bolt server, is that correct? On the Bolt pricing page it mentions the Photon Cloud and the statement "you build it, we run it" suggesting a Bolt server can be on Photon's Cloud. I need clarification on whether a Bolt dedicated client -server can be hosted on Photon Cloud.

Given Bolt has client prediction and lag compensation it would appear Bolt client-server model is the best solution for a mobile only multiplayer sports game with a very fast moving ball, as opposed to PUN2?


Best Answer


  • Great thanks for the clarification.