Run your Dedicated Servers like a PRO! (Unity Game Server Hosting Multiplayer Tutorial)

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  • Опубліковано 8 лис 2024

КОМЕНТАРІ • 265

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  Рік тому +2

    🌍 Learn more about Game Server Hosting on.unity.com/3ZW9VZT
    ❤ Watch my FREE Multiplayer Course ua-cam.com/video/7glCsF9fv3s/v-deo.html
    ✅ Get the Project Files unitycodemonkey.com/video.php?v=IvCVFywNXMc
    🌍 Get my Complete Courses! ✅ unitycodemonkey.com/courses
    🔴 RELATED VIDEOS 🔴
    Learn Unity Multiplayer (FREE Complete Course, Netcode for Game Objects Unity Tutorial 2023) ua-cam.com/video/7glCsF9fv3s/v-deo.html
    Learn Unity Beginner/Intermediate 2023 (FREE COMPLETE Course - Unity Tutorial) ua-cam.com/video/AmGSEH7QcDg/v-deo.html
    Download Data/Images from inside Unity (HTTP WebRequest) ua-cam.com/video/Gk0-amfn5DM/v-deo.html
    Easily handle MATCHMAKING in Unity! (Skill based, Platform, Region) ua-cam.com/video/90Iw1aNbSYE/v-deo.html

    • @luckydenzel
      @luckydenzel Рік тому

      Can you do a video that shows how to make blood effects in 3D?

    • @tigerjustice
      @tigerjustice Рік тому

      Can you make a video tutorial about Leaderbord with Unity Game Srvices ?

    • @gamedevOliver
      @gamedevOliver Місяць тому

      💕

  • @lemetamax
    @lemetamax 7 місяців тому +8

    Code Monkey, I want to say a HUGE thank you!!!
    I'm making my first multiplayer game, and I don't have any experience with network related stuff like servers, IPs, etc...
    And your videos covering UGS have been super helpful! When I learn about a multiplayer related terminology like relay, lobby, etc...and I make a research on it, your videos pop up. Your channel is like a big library that has a vast collection of unity knowledge and wisdom. No other channel has that, not even Brackeys or even Unity.
    If I actually finish this game(still very likely that I'll finish it even though it's a DOTS game), I'll credit you.
    I really appreciate you man

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  7 місяців тому +1

      That's awesome! I'm glad the videos have helped you! Best of luck with your game!

  • @unity
    @unity Рік тому +119

    It's been great collabing with you - keep up the awesome work!

  • @michaelp8376
    @michaelp8376 Рік тому +82

    Looks like Unity already sponsored this, but here is my appreciation too. Literally could not do this without you. Thanks Hugo!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +24

      Many thanks for the super thanks! This was pretty tricky to research since there's a bunch of gaps in the documentation so I really hope it helps people!

    • @forbiddenbox
      @forbiddenbox Рік тому +2

      W

  • @toprogress
    @toprogress 9 місяців тому +2

    Thank you so much for learning and sharing your knowledge with us 🙏🏼. I love how you cover every detail of the process, especially the potential issues we may face.

  • @Tarodev
    @Tarodev 9 місяців тому +1

    Yet again, CM saves me a bunch of time when first venturing into a new process.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  9 місяців тому +1

      Thanks Taro! I'm glad the video helped you!

  • @praveenm79
    @praveenm79 Рік тому +1

    Great timing....I am just completing the Lobby creation section in the multiplayer course and you had published the dedicated server hosting video...Thanks for all the help you have provided.

  • @andrew____p
    @andrew____p Рік тому +3

    I'm glad you are creating some resources for this. The documentation is extremely sparse and I struggled for too long understanding the necessary components to achieve what I wanted, especially between the Manual and APIs (I was livid that APIs for working with server infrastructure were completely missing from anywhere in the manual. That's an incredibly important thing to just leave out, like ok you can start a server by clicking "Start Server" but no one ever in the history of server infrastructure is going to run their game by manually starting their servers every time lol). I'm sure many more developers will find this video extremely useful.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +2

      Yeah it took me quite a lot of researching and trial and error to figure all this out, I definitely wish this video existed when I started learning heh

  • @RobinDoesUnity
    @RobinDoesUnity Рік тому +20

    Great content, thank you once more. Your tutorials are invaluable to the community!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      Thanks for the super thanks! I'm glad the videos have helped you! Thanks!

  • @Nickb404
    @Nickb404 Рік тому +1

    You are amazing and a legends thank you, I have made significant breakthroughs on my game dev & programming journey thanks to you.

  • @andreaspleis7833
    @andreaspleis7833 Рік тому +3

    You're awesome! Thanks again :)

  • @forbiddenbox
    @forbiddenbox Рік тому +1

    Bruh I didn't get a notification for this video, this is so useful! Thank you

  • @JTAGames
    @JTAGames Рік тому +1

    Excited for this video!

  • @captainnoyaux
    @captainnoyaux Рік тому +3

    Super video !
    I might be wrong but I find Multiplay super expensive if you let it run 24/24h. (VPS' seems way cheaper but that depends on your usage)
    Be careful if you use any unity gaming services it starts the timer for the free credits for multiplay (found out the hard way)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      I'm not too familiar with all the options that exist so really no idea how expensive/cheap this is compared to running your own on AWS/Azure.
      All I can say is that for testing for this video I started maybe about 30 servers, maybe total uptime about 10 hours (not all at once, so not 30 * 10) and my final cost is $2, no clue how that would scale to a published game.

    • @captainnoyaux
      @captainnoyaux Рік тому

      @@CodeMonkeyUnity good to know !

    • @alexmarchand1992
      @alexmarchand1992 Рік тому

      @@CodeMonkeyUnity yeah but you are an experienced unity developer. imagine some new dev developing a game during 1 year or more, testing multiplayer during that time. it gets expensive, especially when the dev doesnt live in europe/usa and dollar isnt cheap

  • @XAHAK
    @XAHAK Рік тому +1

    I'm so behind on your tutorials, so many tutorials to watch and learn

  • @chaplin006
    @chaplin006 Рік тому

    You are the best teacher. Thank you for your hard work!

  • @alec_almartson
    @alec_almartson Рік тому +1

    Thank You for sharing this knowledge 👍🏻

  • @zayedc7348
    @zayedc7348 Рік тому +1

    Could you do a tutorial about how to implement a production-ready Client-side Prediction for a fast-paced multiplayer game?

  • @DeHagge
    @DeHagge Рік тому

    12:24 oh my god thank you, I was banging my head against this for days now

  • @pitnie8392
    @pitnie8392 Рік тому

    What you do is AMAZING!

  • @LifeCodeGame
    @LifeCodeGame Рік тому

    Great tutorial! I learned a lot about game server hosting and can't wait to try it out.

  • @slamsito
    @slamsito Рік тому

    i love this man so much

  • @ElAlexZaragoza
    @ElAlexZaragoza Рік тому +1

    This is amazing. Thank you!

  • @FlotzOnYou
    @FlotzOnYou Рік тому +2

    Great video and thanks for making guides on new features and systems!
    A quick question for the people who have experience with the service - what does Unity offer as part of the free tier plan? Is there a free tier anyway? 🤔

  • @Vortex-qb2se
    @Vortex-qb2se Місяць тому +1

    I don't get it. Why everyone says making a multiplayer game is not worth it because setting up network is difficult and expensive when it's this simple? Is there a catch?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Місяць тому

      It's always more difficult than a singleplayer game since you have to build all the same things of a singleplayer game and then add multiplayer on top.
      But yes thanks to the tools that exist nowadays making something multiplayer isn't the huge challenge it once was.

  • @andriiandrieiev2805
    @andriiandrieiev2805 14 днів тому

    Hi, thank you for making such informative videos. I have question: can I use 1 server to run multiple lobbies? And have separate game scene for each lobby? What should I learn to implement such logic?

  • @hakanviajando
    @hakanviajando 3 місяці тому

    Hi, a few questions I'm curious about;
    - Can we do peer to peer connection with netcode for entities? Without needing relay. So a player would be host and the rest of the users clients.
    - Can we just get a few aws ec2 instances and use them as our fleet, create server allocations on that? For either netcode for gameobjects or netcode for entities.
    - Are there any competitors you know of that compares to Multiplay?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 місяці тому +1

      You can indeed do direct P2P with NGO without Relay, you just need to manually set the IP of the Host and make sure the Host accepts the connection. The Relay just helps bypass issues with firewalls and port forwarding.
      You can make an AWS server hosting the dedicated server yes, NGO doesn't care where you host the server. But if you take that route you need to handle all the server fleet management logic yourself.
      I'm not sure of other tools just like Multiplay, but I'm guessing Unreal probably has something in their services list.

  • @AmentagIno
    @AmentagIno Рік тому

    Just awsome !

  • @Ellssama
    @Ellssama Рік тому +1

    would you recommend this to a small indie dev ? idk about the pricing of this. lets say i want to make an mmo with like a 1000-2000 ccu, what would be the best option ? thanks for the tutorials

  • @JesseTheGameDev
    @JesseTheGameDev Рік тому +3

    At 9:56 how were you able to create a second server when you set the max number of servers to 1 in the setup?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +4

      I'm not 100% sure but I believe that Max refers to physical servers which depending on the resource usage of your servers they can support many or not many virtual servers. Note how all the Available servers have the same IP so I assume all of those are hosted in a single physical dedicated server.

  • @thvk98
    @thvk98 Рік тому

    This is what I exactly need😊😊😊

  • @TheUncutAngel
    @TheUncutAngel 7 місяців тому

    I dealt with the clientrpc issue u mentioned all day today 😂 unity is updating the clientrpc and serverrpcs soon to be more generic calls with something to pass through instead. Idk maybe it will make it less topsy-turvy.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  7 місяців тому

      Yeah I saw they're in the process of making just a single RPC that works for both Client and Server, that should help simplify some things

  • @Laumania
    @Laumania Рік тому

    Thanks for this info about ClientRpc and ServerRpc - because I just tested dedicated build for my game and it was behaving oddly. I looked a little into but then put it aside as I needed to focus on something more important.
    Now while eating lunch I watched this video and you just saved me from HOURS/DAYS of troubleshooting to figure this out!
    NGO should for sure log something out, just like they do in other cases where you try and set a server only NetworkVariable etc.
    It make sense, maybe, that ClientRpc isn't running on a SERVER - but ServerRpc? Why the hell is that not running on a Server...its a Server you know :P
    Else they should have called it ClientRpc and HostRpc.
    Really odd - but very happy I know this now, will make it a lot easier to refactor so it works.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      Yeah that part was really insane, definitely drove me crazy for quite some time, I'm glad I saved you from that!

    • @Laumania
      @Laumania Рік тому

      @@CodeMonkeyUnity Yeah I experienced the problem right away with dedicated, but didn't spend time to look into it. Then I was watching this video as part of research. So yeah you for sure saved me hours of work/research.
      Afterwards when researching why it is made like this I also ended up on your thread on the Unity forum on the topic :D

  • @zmodszplayz4933
    @zmodszplayz4933 Рік тому

    Thank you so much this video helped me alot

  • @Abhishek-mh8zq
    @Abhishek-mh8zq 11 місяців тому

    Greate Video Learn Unity Multiplayer

  • @raghav2356
    @raghav2356 Рік тому +1

    so here for each match ,a server will be allocated then there will be a lots of servers or should i make a server build to handling more than a single match ?

  • @Kuptofity
    @Kuptofity Рік тому +1

    Hi! Love your videos :) Do you have any plans to make a video about Netcode for Entities? ^^

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      Yup, when it finally hits 1.0 I definitely want to cover that, I haven't looked at it at all so no idea how different/similar it is to NGO.

  • @ossmankarakurt
    @ossmankarakurt 10 місяців тому +1

    hello code monkey. first of all, thanks for the video. there was something that stuck in my mind, I want to set up a room while using the lobby and relay, and there will be a maximum of 4 people in each room, can I set up unlimited rooms in this way? or is there a limit? my english is not very good, so I may have missed something while watching the videos, I would be glad if you answer

  • @ksong5589
    @ksong5589 Рік тому

    awesome bro thanks a lot

  • @ТаняГрант-б5й
    @ТаняГрант-б5й 9 місяців тому

    Thank you!
    You Best

  • @dennyelang6866
    @dennyelang6866 7 днів тому

    "Hello, I have a question about Multiplay hosting. When I set up the fleet cloud server density, I get the message: 'Your servers have used more resources than allowed within the past 24 hours. If this happens often, you may experience issues.' I am on the Pay-As-You-Go plan, though."

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  6 днів тому

      hmm I haven't seen that message myself, maybe you just need to up the CPU on the server? Maybe it means you're using up more resources than you defined during setup

  • @rrahll
    @rrahll Рік тому

    Thanks mr.Code Monkey! Always best Unity tutorials ;)

  • @shayshay8295
    @shayshay8295 2 місяці тому

    Make a video about pricing please :)

  • @watercat1248
    @watercat1248 Рік тому

    I have a few questions
    1. I'm able to create a game the have lan game and indernt with the new unity Networking system ?
    2. This indernet service are free and if not it's expensive ?
    3. If create 1 server am able to make the Player to create the own custom mach inside on this server ?

  • @KadaXuanwu
    @KadaXuanwu Рік тому +1

    Hey, thanks for the awesome guide! I didn't quite understand if you still need the Lobby and Relay service with a dedicated server? Are lobbies now managed though allocations on the dedicated server, or do we still use the Lobby service to define the rules of when and how players can join?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      You would choose between Game Server Hosting or Relay, depending if you want dedicated servers or not
      Then you can add Lobby on top of either of those, use the Lobby to group your players then have all players in a lobby join the same server

    • @andrubaskara4879
      @andrubaskara4879 8 місяців тому

      @@CodeMonkeyUnityHi! i Watched your video about unity relay. Can you give me tutorial about how to change from relay to dedicated server? I am confused because the code from the relay and lobby tutorial is completely different from this tutorial

  • @miladhashemzadeh5626
    @miladhashemzadeh5626 Рік тому

    Thank you a lot my friend

  • @k3bolkb641
    @k3bolkb641 3 місяці тому

    Photon or Netcode what should I use?

  • @perspectives2202
    @perspectives2202 Рік тому

    awesome tut!!! more more more

  • @ANlevant
    @ANlevant 9 місяців тому

    I just have one question. Why, when queuing an allocation request, you are providing an allocation-id? isn't this supposed to create an allocation-id?

  • @pytchoun140
    @pytchoun140 Рік тому +1

    Why choose dedicated server instead of relay ? How to know what you should do ?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Lower delay but higher cost.
      With relay the packet needs to go to the Relay, then to the Server, then back to the Relay then back to the Client. With Dedicated server you have a dirent connection.

  • @ItsDan123
    @ItsDan123 Рік тому

    Sigh, I was learning game dev to try and get away from all the hoops of web apis. When you started mentioning malformed json I had to take a break.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Heh thankfully it was only a minor thing which has a simple solution. I think the issue is more with the limitations of the built-in JsonUtility rather than the WebAPI itself. That class also has issues with parsing JSON into properties, only works with fields, so it has some strange limitations.

  • @unityUser
    @unityUser 10 місяців тому

    What is the pricing for the servers?

  • @azart23301
    @azart23301 9 місяців тому

    To create a game with many servers across regions like CS2, will net code + dedicated server build also work?

  • @paulbronstein7655
    @paulbronstein7655 Рік тому

    Hey great tutorial, Is it posssbile to host this server experience on a Web browser domain ?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Not sure what you mean by "host", the server lives on a server somewhere, then a WebGL client can connect to it

  • @artistpm1
    @artistpm1 Рік тому

    Great job! Making multiplayer/online games requires huge concentration, does it? You should know several resources (like ids, tokens, api keys etc.)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Multiplayer is inherently more complex than singleplayer but thanks to awesome tools like NGO it is actually not too difficult nowadays.

    • @artistpm1
      @artistpm1 Рік тому

      @@CodeMonkeyUnity I haven't got any problem with complexity, just realized it. 😀I'm developing web applications for bank, so complexity is not a surprise for me.

  • @VhutshiloNesengani-mv1gz
    @VhutshiloNesengani-mv1gz Рік тому +1

    Where do we get the Linux build files?

  • @Pa3BeDka_Gaming
    @Pa3BeDka_Gaming Рік тому

    @Code Monkey, Hi. Tell me this video is where it talks about how to create a server in which the computer does not need to be constantly turned on and there may be zero or more players on the server? (I don't understand English, so I use a translator)

  • @adeel4410
    @adeel4410 Рік тому

    Hi codemonkey,
    should I watch you videos "matchmaking and Server Hosting) after completing the multiplayer tutorial for kitchen chaos? Or there is no relation between them.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Yup watch them afterwards, in those videos the starting point is the last project files of the course
      Although if you just want to learn about these tools they also work as standalone tutorials

  • @PawanRamnani-r9b
    @PawanRamnani-r9b 5 місяців тому

    Any idea how lobby can used with game server hosting?
    Is there some way to fetch and add the ip and port in lobby data?

  • @vaccinesoe4773
    @vaccinesoe4773 11 днів тому

    What about player databases please? Like scores coins etc.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  11 днів тому +1

      You need some kind of server stored data, could be one of the many cloud providers like Azure ua-cam.com/video/EEQfSmK1nXA/v-deo.html

  • @kingbling7571
    @kingbling7571 Рік тому +1

    Does the multiplayer video include what you shared in this video? Or is this some extra info?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      This is extra, in the course I implemented Lobby and Relay which means a P2P connection, this is Dedicated Servers.

  • @Herrahaamu
    @Herrahaamu Рік тому

    can you make tutorial video for how you can make games with friend(s) in unity?

  • @Steve-gi2yj
    @Steve-gi2yj 7 місяців тому

    dumb question, so I am making a mobile game, but want to have it hosted on Unity dedicated server build, should I make the game (Android) and then change the platform to server (whether windows or linux)? or should i keep it mobile build and deploy it to unity dedicated servers? is there a video/steps? again this is going to be for hosting a mobile game server.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  7 місяців тому

      Yes exactly, make the game build as Android, and make the server build as Dedicated Server

  • @matthieucaille5625
    @matthieucaille5625 Рік тому

    Thanks for the vidéo, that will be usefull
    What's about the pricing ? For 10 users, 100, 1000, 10000 ?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      It's not per users, it's based on the resources the server uses which will differ depending on how heavy your game is. unity.com/solutions/gaming-services/pricing

  • @kweeblekwaughff-zg7eb
    @kweeblekwaughff-zg7eb 4 місяці тому

    Hello, I tried to follow the tutorial and when clicking the multiplayer button I get an error in Unity console saying: [MatchMaker]: BadRequest(21400), (400) HTTP/1.1 400 Bad request. Then i also have an error message in the server events saying: Allocated server had issues (Query didn't respond or responded incorrectly [DOWN]), stopping server and deallocating. I'm not sure if the problem is the matchmaker or in the server or both

  • @vladdenis6905
    @vladdenis6905 Рік тому

    Thanks for the tutorial! Could you tell me which services and methods are better to use for a game where a player presses 1 match search button and when he finds an opponent (1x1), the game starts. Is this a hidden lobby + relay or is something else needed? (Smth like in Dota 2 or Brawl Stars)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      That would be either Quick Join, which is from Lobby which I covered in the multiplayer course
      Or matchmaking which I will cover in the next video

  • @zeusken2909
    @zeusken2909 Рік тому

    Hey Awesome tutorial. Was just researching on lobby and DGS and this video was god send. Just want to ask some questions
    In the MainMenuDedicatedServer, you have loaded a LobbyScene on start. Let's say I have 2 maps, how can I set it up so that based on which map the player selects, that map's lobby scene is loaded?
    If I want the player to automatically join the first lobby with available slot in the list of lobbies inside a map; how can I achieve this using DGS?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      You want the Lobby itself to be in different maps or just the GameScene? Either way the answer is the same, have the Host/Server change the Scene and all the Clients will receive the change.
      I'm not sure what you mean "list of lobbies inside a map", Lobby has no concept of "map", it's just a grouping of players. And DGS has no concept of Lobby, it's just a dedicated server. Whatever logic you are trying to implement first get it working with a regular Host, if it works with a Host it will work with a Dedicated server.

  • @burgerandfries7166
    @burgerandfries7166 Рік тому +2

    Hello I was just wondering for the servers when testing do you have to upload the files to the build every time you make a change? Also how did you define DEDICATED_SERVER so the server will run that logic

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      Yes, if you make changes to the server build you need to upload the new build.
      I defined that symbol in the Project Player Settings

  • @joaoaraujo3188
    @joaoaraujo3188 3 місяці тому

    Hey @CodeMonkeyUnity. I am seeking here a small info that I couldn't find about the multiplay.
    I am trying to understand how Game Server Hosting service will work on in a specific game so as to understand how it can optimize costs and if the service will fit these needs in the future. The game is a 2 player board game let's assume chess for example, where the server side load is mostly keep a record of game state, calculate and validate player's input/moves and relay that verification and input to other clients for local replication and game state sync. My biggest doubts stem from how the concept of server correlates to the concept of CPU Cores in Unity's pricing model. Since this game is decently simple I expect that each individual session's core usage will be small, but am I able to host multiple sessions without rounding core's to the next integer core? Hypothetically, if one core could run 2 sessions of this game and I have two "servers" each running a session, will our core usage be 1 or 2? If so, would be need to create a solution to be able to run several sessions inside the same server, or is it done by default?
    Thank you all

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 місяці тому

      I believe that's going to depend on how your server code runs, it will automatically try to fit as many instances in one server as possible. So if your server code is really lightweight you can fit a lot of them into a single server which should have a very low cost.
      Or for that kind of asynchronous multiplayer you can even go with a simple cloud server that only runs logic when a move happens, I sort of did a multiplayer tic tac toe like that ua-cam.com/video/EEQfSmK1nXA/v-deo.html

  • @edwinwong7852
    @edwinwong7852 Рік тому

    Hi Code Monkey, Awesome tutorial video.
    Do you have an existing video on how to manage players creating ID, logging in and how to save and retrieve player character data from server side to the game?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      That is going to be heavily dependent on what you use for server side data, Unity doesn't currently have any server data storage (although they have Cloud Code) so youcould use something like Azure unitycodemonkey.com/video.php?v=qdE01Xg3y2A

  • @andhikadimas6345
    @andhikadimas6345 Рік тому

    I have a really pain headache solving memory usage issue with Unity Multiplay. Did you experiencing big memory usage increase sometimes when player join/leave? The issue is not happen with windows dedicated server build tested on local, but happen in Multiplay with Linux build. Maybe this issue won't matter with 4 players in 1 rooms, but for City Hub that will contains 100 players is a really big problem!

  • @bakerfx4968
    @bakerfx4968 Рік тому

    A video I would loooove to see is how to create a user login system (wow is my inspiration) where you can have characters tied to your account and stuff.
    I attempted something similar using firebase a while back but was worried about security on the database lol

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +2

      Yeah for that you need some server side logic/storage, Unity itself doesn't have any tool for that.
      I covered Azure a while ago unitycodemonkey.com/video.php?v=EEQfSmK1nXA
      You could use Unity Authentication to get the PlayerId, then store that id alongside whatever player data you want in the cloud

    • @bakerfx4968
      @bakerfx4968 Рік тому

      @@CodeMonkeyUnity ooo that’s interesting. I’ll have a look at that and maybe I’ll give it a shot again! Thank you sir

  • @dxlorean2938
    @dxlorean2938 5 місяців тому

    hey bro please help me, i am working on windows, how do i host a windows build on a dedicated server? please help man thanks

  • @yeti8423
    @yeti8423 Рік тому

    I trying to find tutorial for make an account on server and how to send and use a data like character items, experience. All uing netcode for game objects. Using cloud save.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Yes that would be done through cloud save, no relation to NGO

  • @sumitshrestha1457
    @sumitshrestha1457 5 місяців тому

    hello sir i cannot connect my client to the dedicated server it takes too long time to connect and finally gives failed to connect to the server all my ips and port match in client and server port is 9000 automatic and ip varies according to server please help can i achieve this without using relay??

  • @lucasmontec
    @lucasmontec Рік тому

    Only when unity sponsors someone, that they find their tools useful.

  • @Taki7o7
    @Taki7o7 Рік тому

    But that way i have to pay all the servers or no? I would like to give people the option to host their own dedicated server instance on a windows or linux machine and just have some masterserver maybe, or working with steam or playfab, etc. This way, you can't really make a free game out of it without monetizing it somehow to pay the servers. Sorry if i misunderstood something.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Yes if you want technically you could build the entire infrastructure yourself, but that will still cost you
      If you're making a free game then the best option is P2P, just use Relay or NAT Punchthrough instead of dedicated servers

  • @dmovski1
    @dmovski1 Рік тому

    Hi, is there a way to use UGS with AWS? or transfer the configured project to our servers?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      Not sure exactly what you mean by that but yes you can use AWS to host your dedicated servers instead of Unity's Game Server Hosting

  • @Gaurav-l9s3o
    @Gaurav-l9s3o Рік тому

    Can dedicated servers be linked with Lobby so that players can host and join with a code?

  • @Ashwin_1198
    @Ashwin_1198 Рік тому +1

    Do you have tutorial on Shaders?
    I want to learn how to write shaders, I’m making a mobile FPS game and I want to create the most optimized shader possible. I know it’s going to take me months, or maybe even a year, but I’m willing to put in the effort to make my game look great.

    • @kloa4219
      @kloa4219 Рік тому

      ua-cam.com/play/PL78XDi0TS4lEBWa2Hpzg2SRC5njCcKydl.html

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      I've only used shader graph, never made shaders with code
      I made some tutorials here unitycodemonkey.com/search.php?q=shader

  • @trancuong6276
    @trancuong6276 7 місяців тому

    Oh my god thanks you ❤❤❤

  • @toshitosliba4737
    @toshitosliba4737 Рік тому +1

    Hello, I dint tried this yet, but can you tell me if this works with assets such as fishnet networking, photon, mirror and others of the sort? Or just the new Unity multiplayer?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      This is completely separate from the Netcode layer so it can work with any of those tools. For example Apex Legends uses this and it does not use Netcode for Game Objects (or even Unity)

    • @toshitosliba4737
      @toshitosliba4737 Рік тому

      @@CodeMonkeyUnity Oh I see, thats nice. Thank you so much :)

  • @hokahoka420
    @hokahoka420 Рік тому

    Are you running one match per one server? Aren't servers priced per amount? Wouldn't it be better to have minimum amount of servers that run multiple games at once? Thank you!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      Yes and no. Note how I set it for just one server but it made multiple allocations, those are all seperate games running on just one server.

  • @diogomiguel5477
    @diogomiguel5477 Рік тому

    What would be an alternative for network transform for multiple online enemies

  • @SomshekarShettigar
    @SomshekarShettigar Рік тому

    Thanks for this awesome tutorial. I am getting this error while joining : Server having issues (Query didn't respond or responded incorrectly [DOWN]) for 120 seconds (Restarted 0 time(s))
    Failed to connect to server.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Did you implement the Query protocol? If not the server gets considered unresponsive and quits

    • @SomshekarShettigar
      @SomshekarShettigar Рік тому

      @@CodeMonkeyUnity I don't find the query protocol. How do I implement the query protocol?

  • @sashamakeev7547
    @sashamakeev7547 Рік тому

    How do you set up matchmaking in Multiplay? Or how do you integrate some other matchmaking service (Playfab for example). In Playfab there is option to make a sarver instance for finished matchmaking ticket, so players that were gathered by matchmaking into a match are joining that server.
    How do yoou make something similar with Multiplay?

  • @rajsah4667
    @rajsah4667 9 місяців тому

    Means if I want to test this I always need to create test allocation if not then I have to buy the paid version of this? Because it's timer of 1 hour

  • @BaigAddFreeManu
    @BaigAddFreeManu 6 місяців тому

    Is it a similar process to use Photon fusion, and Multiplay?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  6 місяців тому

      It should be similar, Multiplay is meant to work with any Netcode stack

  • @sadiqabbaszade4789
    @sadiqabbaszade4789 10 місяців тому

    Does this service work for custom network solutions too? Or do we have to use unity networking only?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  10 місяців тому

      You can use it with anything, for example Apex Legends uses this but does not use Unity or Unity networking

  • @eseyeboss5225
    @eseyeboss5225 Рік тому

    I wish there was something out there that showed it working with Mirror instead of netcode

  • @carlsjr.9338
    @carlsjr.9338 Рік тому

    Is it possible to create Netcode games with AR Foundation as a dedicated server? I'm having a difficult time finding information about that.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      I can't think of any reason why it wouldn't work, Netcode just synchronizes objects, the target platform doesn't matter. Same thing on the dedicated server, it's just a Linux server that runs the server logic regardless of what platform is connecting to it.

  • @alexr217
    @alexr217 Рік тому

    It would be great to see a tutorial on alternative multiplayer approach using p2p connections and free lobby/relay services, for example Epic Online Services. Because I think Unity services are too expensive for an indie dev. As far as I know EOS are free, and bindings for Unity exist.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      Yes you can combine any of these services with other providers.
      Although I'm curious, what makes you think Unity services are too expensive? The relay has 50 free CCUs, 99% of indie games don't get anywhere close to that amount, except maybe during launch week.
      Their pricing seems very generous to me, although obviously completely free is more generous but if you look at EGS there is an asterisk where you cannot use too much bandwidth.

    • @alexr217
      @alexr217 Рік тому

      ​@@CodeMonkeyUnity Most of my games are mobile free-to-play games, and maybe 5 out of 100 players ever buy something. If 50 players made a purchase for $3 ($2 my cut of IAP) while other 950 players just played the game for a month, my earnings would be 50 * 2 - 950 * 0,17 = - $61. Even worse considering bandwidth price, taxes and other expenses. And I'm not using dedicated servers which would cost even more. The calculation might be a bit off, it is just an illustration of my concern. If I publish on Steam, there is free Steam Networking and free Epic's EOS. BTW, where did you find limits of EOS p2p solution? All limits I found are related to requests per minute for other services like matchmaking.

  • @Muhammadali22103
    @Muhammadali22103 Рік тому

    Pun 2 is alternative of unity game server??

  • @negudev
    @negudev Рік тому

    I prefer Photon (free for development) because Unity multiplayer server service have not a free tier, only a credit for $800 for 6 months that really is not is very usable in almost indie projects that can take years of development.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому +1

      If your budget can't afford the cost of this tool then you probably shouldn't be using dedicated servers at all, for most indie games you probably should stick with Relay instead.

  • @etaigur5631
    @etaigur5631 3 місяці тому

    hi, can someone wxpline how the unity multiplay pricing work?
    (i want to make a multiplayer game and i dont sure how much it will cost me)

  • @chuckatronics
    @chuckatronics Рік тому

    Do I need a PC for the server or does unity have there own like a 3d party or do I run the server on my PC or whatever

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      If you're using Game Server Hosting then Unity hosts the server. But alternatively you can also run a Server on whatever machine you want, or even simply use Host

  • @mrx10001
    @mrx10001 Рік тому

    On this, do Unity allow custom matchmaking algorithims and for players to be able to queue to multiple locations at once for Match making?Since that's one thing I've always hated about apex, there's a billion different servers and you can't play together, so the matches are terrible quality(this was extremely obvious when Arena came out, literally had bronze players vs top 10 people in other team...)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Hmm not sure what you mean by "queue to multiple locations at once", like queue simultaneously for Ranked and for Casual? I think that should be possible, I think you should be able to create 2 tickets, one for each pool, and cancel the second one when the first one goes through.
      I'm covering the Matchmaker in the next video and it's a very robust tool with tons and tons of options.

  • @abubakarsiddiq-co2vz
    @abubakarsiddiq-co2vz Рік тому

    Helpfull

  • @rambii.
    @rambii. Рік тому

    Can this be used with Unity’s 3rd party networking solutions like FishNet and Mirror? And are Unity dedicated servers are able to handle a lot of traffic from large scale games, like MMORPGs?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  Рік тому

      Yes, this works with any Netcode. And yes, this is the tool that Apex Legends uses so it can handle pretty much any game you can imagine

  • @hassannasir7131
    @hassannasir7131 9 місяців тому

    IsServer is working in start but not working in update or in other functions