![]() ![]() For example, if I made a few 3D models or some shaders, I release it to the store and that's pretty much it. I think the main problem why networking is cursed is a larger amount of support needed. So to conclude, at it's current state, the framework might be a bit "tough to figure out" for someone who doesn't have much experience with networking, but it's my goal to make it as simple and easy to use as I canĬlick to expand.Hey! I'm glad you're interested, and I understand your fears regarding future of development/support. I initially thought that people might share their implementations for interactions with other databases, but it might be a bit too early for that. If you want, you can write your own implementations with MySQL and etc. Regarding the NoSQL, current db solution I've included to the framework has no means to monitor the database, as it's meant only as a placeholder for rapid development. ![]() It's expected that customers are able to extend the functionality on their own, to make it fit their game. The framework is only a framework to help you with master server development. I'm planning to add basic shop functionality at some point, but at the moment it still has no "exact spot" on the roadmap - I need to gather more requests from customers.įor other features, yes, there's an example I hope i have had explained myself, english is not my mother language!Lobby and matchmaking will be included in the release I'm aiming to release shortly.Ĭonsumable items and inventory - these things are too "game specific", but I might include them later (no guarantees yet). ![]() suddendly one day the port just was different and i wasnt able to connect anymore to my hosted games.ĭreamora said that could be because people was using the unity masterserver for production, and that is not the intention, so they turned off the facilitator, so the people cant connect anymore through internet. That was exactly what happened with the master server from unity, i was testing there and all was ok. but some how i dont know why mine is not working. This happens only through internet, on wifi works ok.Īs far as i know this happens because of a nat problem, and for that is the facilitator. When i search games with a client, i see hosted game created 10.0.0.15:46372 ( or some randome port ) so, i cant connect. I am the point of contact for this code, so any problems or concerns, questions etc, direct them to me, not Unity.įrom the client through internet i can see the game created without problems, the problem is, the port is different so that avoid me stablish connection. Don't worry about using the connection testers, they seem to be funky. You can use the M2H tutorials to connect up to your master server and host your games through it. The ports that I have in the compiled version are 25000 for the master and 25001 for the facilitator. Since Unity does not change the packet descriptors except from major version to major version, this should be good for all 3.x releases. This will add the masterserver as a service on your windows server and then you can open up services and set the service to start up automatically. Second file is the compiled version, the Deploy folder contains the masterserver service along with a readme file, in that file it explains where to put the masterserver folder, what to run at the command line and where to run it. Here are the 2 files needed to make this work for 3.x of Unity, you will need Visual Studio 2003 or above to build up the Master server code that you can obtain from Unity, this header file and cpp file is designed to allow you to run the master server and facilitator from one executable and have nat punch through that works natively. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |