

Once you have that you can skip to the next section. You can follow all the steps in this section, but I recommend instead downloading the main scene from the finished git repo at the start of this guide.
#Uniplayer unity software
You can of course swap these out with other software / services, I am using them here as they are the tools for each job that I have found to be the most intuitive and well documented. PlayFab - Server hosting, scaling, matchmaking Since we are covering a lot of ground here, I won’t be developing all of these components exhaustively, but it is my hope that seeing how they all fit together will allow you to go back and improve on them in your own titles. The end result will be a functioning multiplayer game, that creates and balances multiple server instances according to player load. We’ll write a Unity game client a standalone dedicated server to connect multiplayer clients and integrate cloud hosting services to deploy and scale those servers. Throughout this guide, we will build and deploy a simple online multiplayer Unity game. This tutorial is an attempt to demonstrate the ‘full-stack’ of a multiplayer game, without getting bogged down in the numerous design decisions for each layer.

#Uniplayer unity how to
For example, it’s easy enough to find a detailed tutorial on writing a dedicated multiplayer server, but not necessarily how to also deploy and run that server in production.

What server architecture will you use? How will your servers be deployed and scaled as your player-base grows? Which tools do you need to write yourself and which can be handled by 3rd party software? If a completed multiplayer game is composed of a stack of several layers of these decisions, many tutorials focus on a single layer and it can be difficult to see how they fit together to produce a finished product. When building a multiplayer game, a number of important design decisions must be made along the way.
