🎮 Do you know what is Unity Gaming Services? (Multiplayer, Backend, Analytics, Monetization) Get started for FREE on.unity.com/3xO7o7w ❤ Watch my FREE Complete Multiplayer Course ua-cam.com/video/7glCsF9fv3s/v-deo.html
Netcode is definitely something I'd like to learn more about. It'd be great to at least be able to make a 1v1, peer-to-peer game and then maybe progress to client-server =)
I heard about Unity Gaming Services in school and it has a lot of interesting features. The multiplayer and voice chat sounds really helpful, hopefully they’re easy to implement.
2 роки тому+11
My huge problem now is how to acquire more players. I would love to see more about User Acquisition!
I would really like to see (in this order): - Remote Config - Cloud Save - Authentication - All the new network related services (Netcode, Relay, Lobby, Multiplay) - CDN and Addressables - In-App Purchases Thanks for the awesome overview in this video! Unity have had many sponsored Game Services videos lately, but yours was the best. I really liked that you went on an explained the pricing for all of the services.
I'm familiar with Unity Gaming Services I know some people who work on that team in Edinburgh. I tried to get a job there but another company gave me an offer as a unity dev faster (and with software industry pay instead of game industry pay) and I needed the job.
Very nice and informative video! I read a bit about this some time ago, but this video made things even more clear! I'm interested in how to implement the diagnostics tool. My game was doing fine in small group testing, but once it got to a larger and diverse number of players, a bunch of errors started popping up which hurt a bit the app rating in the store. Also, it would be nice if Unity provided some sort of easy to use leaderboard as part of the Gaming Services.
I used the beta version of the tools since they started in October last year. So, I had a few helping people from Unity because I was testing them for a game development class that I am fixing to start in July.
This is amazing ngl. I'm definitely gonna start making games with this as I've never really dabbled in the "multiplayer" category of game design as it looked to complicated for my smol brain but I've always wanted to and now I can!
best overview on the Unity Gaming Services by far. Would be great to see your videos on these game services. I personally would love to see the mutiplayer part, but hey! This is THE code monkey channel, you might as well go down the list one by one and make a complete dictionary.
I would love a tutorial for the various multiplayer solutions. Deciding on what you want to use to make your multiplayer game is always so confusing, so hopefully these official solutions by Unity fix that :D Thanks for the awesome video!
Heh it all depends on the experience you're trying to create! If you're making something like Dark Souls or a rage game then perhaps extreme difficulty is the goal
I've never wanted to make a multiplayer game since I wouldn't want to deal with hacking, etc. But all these tools makes it tempting to make something small and fiddle with it.
Yup there are many kinds of multiplayer games you can make. I would never attempt making something hardcore competitive, but looking at these tools it makes me want to try making something more small scale and casual/co-op like Overcooked or Magicka.
I'd love to see (all of) this covered in depth in in several videos (similar to the Grid System series). Netcode in particular interests me the most, as I would like to try to implement a peer-to-peer connection (one host, several clients) for a turn-based strategy game.
2 роки тому+4
Eu uso o cloud content delivery para diminuir o tamanho do meu jogo. Por enquanto eu uso a versão WebGL e o jogo é descarregado para o browser. Quando o jogo toca uma música, primeiro ele procura a música no cache, se não encontrar, ele faz o download daquela música e toca. Eventualmente o jogador vai acabar com todas as músicas salvas no cache, mas sem ter que fazer download de todas de uma vez. Dá para fazer muita coisa legal com o CCD 🙂
Yup isso também é um uso optimo, ajuda a minimizar o install original para um tamanho muito pequeno para instalar quase instantaneamente. Já vi varios jogos onde dá para ver os assets a aparecerem
Good evening, very interesting video (as always). I'm a little scared by the number of tools available, even if I consider that not all of them are useful at first for a small developer like me. The one that interests me the most after this introduction is Lobby. Thanks.
Ive been getting started with many of these services, ive found the documentation for some sections such as cloud save is a bit lacking vs others like cloud code. Also economy is a very robust system and can be implimented in so many unique ways with instanced items and custom data you could create a units system where each unit is an economy item and the player can customize it via the instanced data, although there is also little/no documentation for giving items instanced data... thanks for this video!
It's difficult to justify the prices for CloudSave, CloudFunctions, Analytics and Economy services. These could all be done with Firebase and would cost 1/4 of the price. I'll just use that for more game specific things like Relay, Machmaking etc.
Great tutorial. It would be really helpful if you explained how to setup the final steps of Unity-Ads and In-app purchases. And by final steps I mean after there are set in the game. The connection with the bank account and how to setup the game before launch.
We would like to know more about all of them lol xD very interesting services that let you focus more about the actually game instead of worrying about all of the other things. And the best thing about it is that the first tiers if the services are free ! Thank you unity!
I want to develop a mobile game so if you could make a tutorial or some sort I would appreciate that very much. Thanks for all the content you make, it´s really helping :)
ECS is still very much in development, I'm not planning to touch it until it's fully released which should be next year. Don't want to spend tons of time making some tutorials for them to quickly become outdated.
I covered the absolute basics here ua-cam.com/video/1KSKRaacdKE/v-deo.html For the specifics of each auth method the documentation has some nice mini tutorials
Actually i am not sure which solution i should use rn. While UGS still misses some important features like leaderboards (planned), archivements, account adjustments in the dashboard (give inventory item or refund a purchase), a complete list of the accounts to sort (to spot cheaters) .... LootLocker on the other hand isn't very cheap after the free tier. Do you have any thoughts on the missing features?
Im currently building my game with Steam Networking and Mirror, but im curious if Unity GS is worth pivoting as Id like to make sure the game works on mobile at somepoint down the line, I will wait till i see more content about these tools but very interested!
Im curious how netcode stacks up against photon. Im close to launching a beta for my game using photon but Im noticing some delayed stuff. Probably wont convert or anything but Im sure I will be making other multi-player games in the future so im still curious.
Netcode for Game Objects is a networking library, it's how you define what data on what game objects gets synchronized across the internet Relay is simply a tool for facilitating that internet connection, the host and all peers connect to a Relay server which handles sending the data packets back and forth
I know this is a very late question. But isn't there something like a general database where all players can access it. e.g. I want a player to build a level and provide it to other players.
Sadly nope Unity currently does not have any shared storage, only Cloud save which is on a per-player basis. I believe they are working on that but don't think it's out yet. One alternative is to use some cloud provider like Azure, I made some interesting mechanics using cloud storage here unitycodemonkey.com/video.php?v=EEQfSmK1nXA
Hi How to change host ownership without disconnecting players in netcode and relay In this case when host player disconnect i want to change host owner without make all players rejoin Please help
Thanks for the great video. I have one really important question for which I can not find the answer anywhere. Can I set a hard limit for the gaming services costs? So lets say my app will have 51 CCU for Relay, but I dont want to pay above 50 CCU. So I would set a limit to 0$ and my app would stop working when CCU is above 50.Is it possible? e. g. I am worried about someone writing a script to join to the app with many users just to mess with my costs. Thanks
Hmm I don't think the API has an endpoint for getting the current number of CCUs so don't think that's possible You could add some inactivity logic to your game, if the player doesn't move at all for 30 seconds disconnect them
I haven't used Photon but I would assume they all have pretty much the same features, so differences would be perhaps the cost and the fact that this is the official tool.
I'm not all the way through the video but is this basically Unity's way of doing multiplayer without using third party stuff like Photon? Similar to how Unreal supports its own multiplayer?
Hi I do not speak English very god Is it possible to answer these questions? 1 i can make game multiplayer for free ? 2 unity free ore no 3 How much money take unity from ads 4 three developers Enough to make a good game
Yes Unity is free, yes all the tools have a free tier, how much money you can make depends on how many people play your game, it can be $0 or billions, yes 3 devs is more than enough to make a good game, 1 dev is more than enough
@@CodeMonkeyUnity Thank you! Also, I can't get it working with unity. So it doesn't show all the components properly. If you know how to fix it I would love to know, otherwise no problem.
@@matthiasVO You can go into the Unity Package Manager and install the Visual Studio extension, that might solve it Alternatively look for the Unity Tools for Visual Studio and install those manually docs.microsoft.com/en-us/visualstudio/gamedev/unity/get-started/visual-studio-tools-for-unity
Can anybody explain how 50 CCU (relay, free plan) is enough for even small games (as Code Monkey says in the video)? For instance, if you have 5000 active users in your game, would it be enough?
If you have 5000 active players at once that's not really a small game, doing that is insanely difficult, at that scale you're on the top 0.01% indie games. 50 CCU can be 5000 players total, people don't all play at once, you can look on Steamcharts website to see the number of concurrent users on any Steam game, most indie games have way under 50 CCU
This a game change for web3 and metaverse games since you can associate a NFT id to an in-game virtual representation. Even a crypto currency could be represented as a IOU inside the game and paid trough cloud functions.
I think Relay does have a Authoritative Host and then all the others are Clients although not sure And yes it is intended for casual projects. If you have something hardcore then contact them to use Multiplay with dedicated servers
I tried using Acquire few months ago. There is an option for playable ad, but idk how to make playable ad using unity. Is it even possible to make playable ads using unity.
Hi @@CodeMonkeyUnity From what I read from docs, Playable/Interactive ads uses an universal ad format called MRAID followed by admob, facebook, tiktok, unity ads and other ad providing companies. MRAID is also html based but different from Webgl. Main difference is Webgl build has folders inside main folder, MRAID should have a single file with size limit 1-5 MB
Hi Monkey, I love your videos, but I think you miss the main point of multiplay vs relay. Its not about how big your game, its about the type of the game, because if the host is one of the players, data can be overwritten, players can cheat/hack. If you have a game where progress, items are important and you do not want the player to be able to overwrite and be able to get any item they want with a bit of coding knowledge, like an escape from tarkov, then you have to have server side authorization, where server is dedicated and clients always ask the server if they can do something. Like what is in the box what they just opened, server say apple, than client can say banana, still apple will be in your inventory/database. but if client is the host, he can tell what is in the box.
The general rule in multiplayer is "never trust the client" so yes what you are saying is true, however Relay only has one Host so yes that cheating scenario is possible but requires the Host to be the malicious actor. If you're making an e-sports or very competitive game then yup go with Multiplay regardless of game scale.
My thing is bro they need a service where you pay & they input it because Unreal has them beat, they need to have a service you just pay them to add the online, & the pricing needs more work compared to Playfab & Unreal
Hello, Can Anyone Please Help me Because I am stuck jn watching tutorials, I am unable to make a single line of code, in my own, Can anyone give me the solution
Just try to make simple game( like simple runner game, saving ur player from coming obstacle or something like that) the thing is u don’t try to completely understand that tutorial but just replicate that video code line by line. What i did in past was watched a tutorial and then wrote comment and explain myself what each line of code did , and u will start doing things on your own.🙂also it is completely normal to not be able to make mechanics you want at start , it takes time 😉
Unity game service is not all free.. so... if you ask me, I would rather see tutorials on how to use the epic game services. I heard that they are free at Epic.
Which one isn't free? From what I can see every single one of these tools is either completely free or has a generous free tier. Epic works the exact same way, the only difference is if you go over their free limits you have to contact them rather than have the prices up front.
@@CodeMonkeyUnity well from my perspective, when a game service plays out like a Gacha Mobile Game (cheers to Diablo Immortals), then it is not call free. The free part is just a gimmick to lure us into an endless endeavour. I'm not sure with how things work at Epic game service (price/code), that's why I would love to watch pros like you to talk or go over them in details via videos/post/emails. The core of the problem is, if I were to make something like Overwatch on steam, where gamers are charged only one time during the purchase of the game, how do I sustain the game server in the long run? Thats why I'm attached to the "free" part of the sentence. but thx for the heads up~
It's not really free, you end up paying in most cases eventually. Be smart and release your game on steam, its only $100 usd per title but all those services are included for free. What Unity try to do here is nothing else as a copy of Photon. For mobile game devs i can understand but for PC you better of going for steam or epic games store.
25mln events in analytics is a joke? one user can have around 100 events calls in a mounth for easy. Simple tutorial analytics can have 25-50+ events. what means 250k active users in a mounth and $ 2.7 per aditional 10k users. No thanks, ill better use google analytics for free
If you have 250k MAU's then congratulations, you've just made a Top 0.01% game! With that many users you should definitely be able to monetize to easily afford that cost.
@@CodeMonkeyUnity for now i have 1/5, only 50k MAUs, and plans for grow. But at least my game not so big, need to do a lot of things, and 25mln event looks funny. Cuz my small one man project has reach 1/5 of quote. And i have no idea how fast other quotes will be reached, btw cloud save taken my attention, but again, 25mln events makes me laugh. For me its weird to limit analytics tool
Really? One of the most successful multiplayer games of all time is a bad example? I haven't played it since release but the game has seen nothing but extreme success.
to be honest wean i show Unity Gaming Services i wash exacting but wean the video said that is not free i have said what is the point to use them i mean epic game have make similar service for free also service like lobby and matchmaking that im interest provides on photon and meny other Multiplayer systems already for free anyway why someone to pay for something that is easy to find for free ?
But... it is free? It's the same thing as Unreal, except in Unreal if you go over the limits they lock you out and you need to manually contact them. With this system if you go over the limit everything keeps working and you just pay.
@@CodeMonkeyUnity Do you know the channel "Gamesfromscratch"? Perhaps you are interested in one of his new videos entitled "Unity Game Services Launched - Can They Competete with Free?" Very interesting from minute 10.
@@kunkerkar It's on their docs, I did go research it after that GameFromScratch video. In the docs you can see the limits, if you need to go over those limits you need to contact them
🎮 Do you know what is Unity Gaming Services? (Multiplayer, Backend, Analytics, Monetization)
Get started for FREE on.unity.com/3xO7o7w
❤ Watch my FREE Complete Multiplayer Course ua-cam.com/video/7glCsF9fv3s/v-deo.html
new tutorials on these soon ?
Yes! I used the beta a bit! Seems like a great substitution for aws!
sorry i googled it and apex legends use Source
No
Honestly I want to see every single one in detail. They all seem very useful and important in a variety of games.
As you mentioned, Cloud Diagnostics is a must-use tool, so my vote is for you to show us more about that.
Added my vote here
Netcode is definitely something I'd like to learn more about. It'd be great to at least be able to make a 1v1, peer-to-peer game and then maybe progress to client-server =)
This video answered all of my current questions. Great job
This overview helped me a lot as the official documentation is a bit to marketing heavy for my tastes. Thanks for the overview, I'll check it out
I heard about Unity Gaming Services in school and it has a lot of interesting features. The multiplayer and voice chat sounds really helpful, hopefully they’re easy to implement.
My huge problem now is how to acquire more players. I would love to see more about User Acquisition!
I definitely need to make a quick proper Mobile game to test out all these Mobile tools
I would really like to see (in this order):
- Remote Config
- Cloud Save
- Authentication
- All the new network related services (Netcode, Relay, Lobby, Multiplay)
- CDN and Addressables
- In-App Purchases
Thanks for the awesome overview in this video!
Unity have had many sponsored Game Services videos lately, but yours was the best. I really liked that you went on an explained the pricing for all of the services.
Awesome video, was looking for some good overview of all Unity services. Nice work!
I'm familiar with Unity Gaming Services I know some people who work on that team in Edinburgh. I tried to get a job there but another company gave me an offer as a unity dev faster (and with software industry pay instead of game industry pay) and I needed the job.
I had a Unity workshop on Analytics over six years ago, but authentication would be a nice one!
This was great, I am personally the most interested in netcode for gameobjects
Very nice and informative video! I read a bit about this some time ago, but this video made things even more clear!
I'm interested in how to implement the diagnostics tool. My game was doing fine in small group testing, but once it got to a larger and diverse number of players, a bunch of errors started popping up which hurt a bit the app rating in the store.
Also, it would be nice if Unity provided some sort of easy to use leaderboard as part of the Gaming Services.
I asked them about Leaderboards and they told me it's something they're looking into so perhaps in the future!
@@CodeMonkeyUnity Awesome! :D
Any and all tutorials on this would just be so fantastic
Will wait for a detailed video on the multiplayer features!
I used the beta version of the tools since they started in October last year. So, I had a few helping people from Unity because I was testing them for a game development class that I am fixing to start in July.
Would love to see a tutorial on multiplayer
This is amazing ngl. I'm definitely gonna start making games with this as I've never really dabbled in the "multiplayer" category of game design as it looked to complicated for my smol brain but I've always wanted to and now I can!
Yup thanks to these awesome tools it has never been easier to make multiplayer games!
best overview on the Unity Gaming Services by far.
Would be great to see your videos on these game services.
I personally would love to see the mutiplayer part, but hey!
This is THE code monkey channel, you might as well go down the list one by one and make a complete dictionary.
This is amazing dude, please .. never stop doing what you do. You're amazing.
I would love a tutorial for the various multiplayer solutions. Deciding on what you want to use to make your multiplayer game is always so confusing, so hopefully these official solutions by Unity fix that :D Thanks for the awesome video!
No they won't.
Every solution has pros and cons.
You need to decide what's best for your project.
@@SubjektDelta True. It will give more options though.
I highly recomend using triple F (Fisnet(netcode) ,playFlow(server hosting) ,Firebase(database hosting) to make multiplayer game
Im interested in more videos on netcode, relay, multiplay, authentication, analytics and in app purchases
I'd love to learn more about Cloud Diagnostics!
My notification is turned on for the tutorials for these services from the Code Monkey.
Would love to see some deeper tutorials on Netcode, Relay and Lobby. Would be great to see how to set these up step by step.
I like when, at about 15:10, you say 'If all your players are dying on the first level, then this is how you could make it easier or *harder'*
Heh it all depends on the experience you're trying to create! If you're making something like Dark Souls or a rage game then perhaps extreme difficulty is the goal
I love dedicated servers. I love to beeing able to host one by my own and even more, i can mod it the way i want.
I was just looking at these today 😁
I've never wanted to make a multiplayer game since I wouldn't want to deal with hacking, etc. But all these tools makes it tempting to make something small and fiddle with it.
Yup there are many kinds of multiplayer games you can make. I would never attempt making something hardcore competitive, but looking at these tools it makes me want to try making something more small scale and casual/co-op like Overcooked or Magicka.
@@CodeMonkeyUnity I wonder if it could handle something like Pokemon Mystery Gifts. I know a couple indie developers wanting to do something similar.
This might be the last push i need to make my own game. Especially the mp part seems useful!
I'd love to see (all of) this covered in depth in in several videos (similar to the Grid System series). Netcode in particular interests me the most, as I would like to try to implement a peer-to-peer connection (one host, several clients) for a turn-based strategy game.
Eu uso o cloud content delivery para diminuir o tamanho do meu jogo. Por enquanto eu uso a versão WebGL e o jogo é descarregado para o browser. Quando o jogo toca uma música, primeiro ele procura a música no cache, se não encontrar, ele faz o download daquela música e toca. Eventualmente o jogador vai acabar com todas as músicas salvas no cache, mas sem ter que fazer download de todas de uma vez. Dá para fazer muita coisa legal com o CCD 🙂
Yup isso também é um uso optimo, ajuda a minimizar o install original para um tamanho muito pequeno para instalar quase instantaneamente. Já vi varios jogos onde dá para ver os assets a aparecerem
Good evening,
very interesting video (as always). I'm a little scared by the number of tools available, even if I consider that not all of them are useful at first for a small developer like me.
The one that interests me the most after this introduction is Lobby.
Thanks.
Would love to see more on cloud save
That's why I Love Unity 😍
I think a video of using just one of these tools can provide oudiences lots of ideas to use others
Ive been getting started with many of these services, ive found the documentation for some sections such as cloud save is a bit lacking vs others like cloud code. Also economy is a very robust system and can be implimented in so many unique ways with instanced items and custom data you could create a units system where each unit is an economy item and the player can customize it via the instanced data, although there is also little/no documentation for giving items instanced data... thanks for this video!
It's difficult to justify the prices for CloudSave, CloudFunctions, Analytics and Economy services. These could all be done with Firebase and would cost 1/4 of the price. I'll just use that for more game specific things like Relay, Machmaking etc.
Netcode for GameObjects is gonna be great, or at least I hope so!
Great tutorial.
It would be really helpful if you explained how to setup the final steps of Unity-Ads and In-app purchases. And by final steps I mean after there are set in the game. The connection with the bank account and how to setup the game before launch.
Let's go conquer the multiplayer!
We would like to know more about all of them lol xD very interesting services that let you focus more about the actually game instead of worrying about all of the other things. And the best thing about it is that the first tiers if the services are free ! Thank you unity!
I want to develop a mobile game so if you could make a tutorial or some sort I would appreciate that very much.
Thanks for all the content you make, it´s really helping :)
Can you do a tutorial for Netcode for Entities please? Thanks, great content.
ECS is still very much in development, I'm not planning to touch it until it's fully released which should be next year. Don't want to spend tons of time making some tutorials for them to quickly become outdated.
@@CodeMonkeyUnity Oh yeah that makes sense, thank you.
Have you already checked fish networking for Unity? It's seems promising :)
I'd like to se a show on setting up the lobby w/voice chat
Please make a tutorial for Economy Services
what do you think is better unity multiplayer or photon ?
Wow very informative video
Can you make a video tutorial covering 'Authentication".... Thnx
I covered the absolute basics here ua-cam.com/video/1KSKRaacdKE/v-deo.html
For the specifics of each auth method the documentation has some nice mini tutorials
Will you do Unreal Engine Tutorials? (in the future)
thats awesome thanks u for the information..
Actually i am not sure which solution i should use rn. While UGS still misses some important features like leaderboards (planned), archivements, account adjustments in the dashboard (give inventory item or refund a purchase), a complete list of the accounts to sort (to spot cheaters) .... LootLocker on the other hand isn't very cheap after the free tier. Do you have any thoughts on the missing features?
Im currently building my game with Steam Networking and Mirror, but im curious if Unity GS is worth pivoting as Id like to make sure the game works on mobile at somepoint down the line, I will wait till i see more content about these tools but very interested!
Netcode for sure
I'm interested in Netcode, Authentication, Cloud Diagnostics and analytics
Im curious how netcode stacks up against photon. Im close to launching a beta for my game using photon but Im noticing some delayed stuff. Probably wont convert or anything but Im sure I will be making other multi-player games in the future so im still curious.
Is it just me that's getting put off using unity with these huge layoffs and CEO getting millions in salary
This is very impressive
How long till they drop these too
Please do multiplayer tutorial
What's the difference between Netcode for GameObjects and Relay?
Netcode for Game Objects is a networking library, it's how you define what data on what game objects gets synchronized across the internet
Relay is simply a tool for facilitating that internet connection, the host and all peers connect to a Relay server which handles sending the data packets back and forth
@@CodeMonkeyUnity Thanks for this clear explanation. Confusion is resolved.
I know this is a very late question. But isn't there something like a general database where all players can access it. e.g. I want a player to build a level and provide it to other players.
Sadly nope Unity currently does not have any shared storage, only Cloud save which is on a per-player basis. I believe they are working on that but don't think it's out yet.
One alternative is to use some cloud provider like Azure, I made some interesting mechanics using cloud storage here unitycodemonkey.com/video.php?v=EEQfSmK1nXA
Hi
How to change host ownership without disconnecting players in netcode and relay
In this case when host player disconnect i want to change host owner without make all players rejoin
Please help
thanks
i thought Apex Legends was built with the Source engine, not Unity? do they use Unity's relay and such, from within Source?
Yes the game itself is built in their custom Source engine, Unity has tools for the back end which works with any engine
I am interested in Relay, login, authentication
Thanks for the great video. I have one really important question for which I can not find the answer anywhere. Can I set a hard limit for the gaming services costs? So lets say my app will have 51 CCU for Relay, but I dont want to pay above 50 CCU. So I would set a limit to 0$ and my app would stop working when CCU is above 50.Is it possible? e. g. I am worried about someone writing a script to join to the app with many users just to mess with my costs. Thanks
Hmm I don't think the API has an endpoint for getting the current number of CCUs so don't think that's possible
You could add some inactivity logic to your game, if the player doesn't move at all for 30 seconds disconnect them
I think...I didn't understand any of that lol Really cool features but I'm not quite adept enough to understand their value xD
How about it compared to the Photon Engine?
I haven't used Photon but I would assume they all have pretty much the same features, so differences would be perhaps the cost and the fact that this is the official tool.
I'm not all the way through the video but is this basically Unity's way of doing multiplayer without using third party stuff like Photon? Similar to how Unreal supports its own multiplayer?
Yes, I believe Relay would be equivalent to Photon (although I haven't used Photon but I assume it's P2P)
Nice prez, as a back-end developper, I feel pretty useless compare to all of it.
Hi
I do not speak English very god
Is it possible to answer these questions?
1 i can make game multiplayer for free ?
2 unity free ore no
3 How much money take unity from ads
4 three developers Enough to make a good game
Yes Unity is free, yes all the tools have a free tier, how much money you can make depends on how many people play your game, it can be $0 or billions, yes 3 devs is more than enough to make a good game, 1 dev is more than enough
I was wondering, what coding software are you using?
I use Visual Studio Community 2017
@@CodeMonkeyUnity Thank you! Also, I can't get it working with unity. So it doesn't show all the components properly. If you know how to fix it I would love to know, otherwise no problem.
@@matthiasVO You can go into the Unity Package Manager and install the Visual Studio extension, that might solve it
Alternatively look for the Unity Tools for Visual Studio and install those manually docs.microsoft.com/en-us/visualstudio/gamedev/unity/get-started/visual-studio-tools-for-unity
@@CodeMonkeyUnity Thank you so much! It fixed it
Can anybody explain how 50 CCU (relay, free plan) is enough for even small games (as Code Monkey says in the video)? For instance, if you have 5000 active users in your game, would it be enough?
If you have 5000 active players at once that's not really a small game, doing that is insanely difficult, at that scale you're on the top 0.01% indie games.
50 CCU can be 5000 players total, people don't all play at once, you can look on Steamcharts website to see the number of concurrent users on any Steam game, most indie games have way under 50 CCU
@@CodeMonkeyUnity Thank you! That was really helpful.
This a game change for web3 and metaverse games since you can associate a NFT id to an in-game virtual representation. Even a crypto currency could be represented as a IOU inside the game and paid trough cloud functions.
I wonder if Mirror is still superior.
Unrelated but try out complimentary color schemes in your thumbnails. I think they would be more appealing
I took the background color from the UGS branding
@@CodeMonkeyUnity oh, I guess you could have made question mark orange then
It's strange that there is no public service for games with authoritative server. P2P is still insecure and only suitable for casual projects.
I think Relay does have a Authoritative Host and then all the others are Clients although not sure
And yes it is intended for casual projects. If you have something hardcore then contact them to use Multiplay with dedicated servers
I tried using Acquire few months ago. There is an option for playable ad, but idk how to make playable ad using unity. Is it even possible to make playable ads using unity.
Hmm interesting question, I haven't used it so not entirely sure, but since it's all about tiny size I would assume it's perhaps WebGL based?
Hi @@CodeMonkeyUnity From what I read from docs, Playable/Interactive ads uses an universal ad format called MRAID followed by admob, facebook, tiktok, unity ads and other ad providing companies. MRAID is also html based but different from Webgl. Main difference is Webgl build has folders inside main folder, MRAID should have a single file with size limit 1-5 MB
Hi Monkey, I love your videos, but I think you miss the main point of multiplay vs relay. Its not about how big your game, its about the type of the game, because if the host is one of the players, data can be overwritten, players can cheat/hack. If you have a game where progress, items are important and you do not want the player to be able to overwrite and be able to get any item they want with a bit of coding knowledge, like an escape from tarkov, then you have to have server side authorization, where server is dedicated and clients always ask the server if they can do something. Like what is in the box what they just opened, server say apple, than client can say banana, still apple will be in your inventory/database. but if client is the host, he can tell what is in the box.
The general rule in multiplayer is "never trust the client" so yes what you are saying is true, however Relay only has one Host so yes that cheating scenario is possible but requires the Host to be the malicious actor.
If you're making an e-sports or very competitive game then yup go with Multiplay regardless of game scale.
Does Unity services work on android or IOS? (I know netcode for gameobjects does)
Yes, all these services work on all platforms that Unity supports. I think only limitation is Unity Transport currently doesn't work on WebGL
@@CodeMonkeyUnity Thank you very much!
@@CodeMonkeyUnity If you are using Unity 2022+ you can to choose Unity Transport 2.0 and Unity will be working fine on WebGL
My thing is bro they need a service where you pay & they input it because Unreal has them beat, they need to have a service you just pay them to add the online, & the pricing needs more work compared to Playfab & Unreal
I want Unity Addressables and just how to make an easy and free multiplayer game, like Mario kart
TASK BW
wow and i thought photon was sheap, i guess they got me with there free ccu limit..
edit: and taht has also changed...
where do I find a local unity expert that I can pay to consult me ????
There was a Unity Live Help platform but I think it's gone now. You can ask in the forums
Hello, Can Anyone Please Help me Because I am stuck jn watching tutorials, I am unable to make a single line of code, in my own, Can anyone give me the solution
Just try to make simple game( like simple runner game, saving ur player from coming obstacle or something like that) the thing is u don’t try to completely understand that tutorial but just replicate that video code line by line. What i did in past was watched a tutorial and then wrote comment and explain myself what each line of code did , and u will start doing things on your own.🙂also it is completely normal to not be able to make mechanics you want at start , it takes time 😉
Netcode please
Unity game service is not all free..
so... if you ask me, I would rather see tutorials on how to use the epic game services.
I heard that they are free at Epic.
Which one isn't free? From what I can see every single one of these tools is either completely free or has a generous free tier.
Epic works the exact same way, the only difference is if you go over their free limits you have to contact them rather than have the prices up front.
@@CodeMonkeyUnity well from my perspective, when a game service plays out like a Gacha Mobile Game (cheers to Diablo Immortals), then it is not call free. The free part is just a gimmick to lure us into an endless endeavour.
I'm not sure with how things work at Epic game service (price/code), that's why I would love to watch pros like you to talk or go over them in details via videos/post/emails.
The core of the problem is, if I were to make something like Overwatch on steam, where gamers are charged only one time during the purchase of the game, how do I sustain the game server in the long run? Thats why I'm attached to the "free" part of the sentence.
but thx for the heads up~
3:00 - Lol Garbaj just released a video complaining about haw bad the servers are in Apex Legends. And to think it's all Unity's fault.
It's not really free, you end up paying in most cases eventually.
Be smart and release your game on steam, its only $100 usd per title but all those services are included for free.
What Unity try to do here is nothing else as a copy of Photon.
For mobile game devs i can understand but for PC you better of going for steam or epic games store.
brother why don't you work for app store games rather than steam steam?
Because as a player I play mostly Steam games and not Mobile, you should always be familiar with what your players are expecting
25mln events in analytics is a joke? one user can have around 100 events calls in a mounth for easy. Simple tutorial analytics can have 25-50+ events. what means 250k active users in a mounth and $ 2.7 per aditional 10k users. No thanks, ill better use google analytics for free
If you have 250k MAU's then congratulations, you've just made a Top 0.01% game!
With that many users you should definitely be able to monetize to easily afford that cost.
@@CodeMonkeyUnity for now i have 1/5, only 50k MAUs, and plans for grow. But at least my game not so big, need to do a lot of things, and 25mln event looks funny. Cuz my small one man project has reach 1/5 of quote. And i have no idea how fast other quotes will be reached, btw cloud save taken my attention, but again, 25mln events makes me laugh. For me its weird to limit analytics tool
Wait isn't apex legends made using source and UE4? Why mention it in this video
Because they use Multiplay which is engine-agnostic
And Apex Legends is made in Source, not Unreal
@@CodeMonkeyUnity oh i didnt know multiplay was a standalone thing. also i think desktop version of apex is source mobile is ue4
@@pewpew518 yeah u r right apex mobile is made in unreal (although i haven’t seen any logo anywhere in their game)
Apex servers are the worst example to promote Unity's multiplayer tool :D
Really? One of the most successful multiplayer games of all time is a bad example? I haven't played it since release but the game has seen nothing but extreme success.
to be honest wean i show Unity Gaming Services i wash exacting but wean the video said that is not free i have said what is the point to use them i mean epic game have make similar service for free also service like lobby and matchmaking that im interest provides on photon and meny other Multiplayer systems already for free anyway why someone to pay for something that is easy to find for free ?
But... it is free? It's the same thing as Unreal, except in Unreal if you go over the limits they lock you out and you need to manually contact them. With this system if you go over the limit everything keeps working and you just pay.
@@CodeMonkeyUnity Do you know the channel "Gamesfromscratch"? Perhaps you are interested in one of his new videos entitled "Unity Game Services Launched - Can They Competete with Free?"
Very interesting from minute 10.
@@CodeMonkeyUnity did EPIC anywhere mention about the limits on usage of their online services?? i cannot find one
@@kunkerkar because it is just not explicitly said anywhere but it is true
@@kunkerkar It's on their docs, I did go research it after that GameFromScratch video.
In the docs you can see the limits, if you need to go over those limits you need to contact them
E
nope never heard of it