However, Attikus is taking some creative liberties with the re-telling, and has themed the adventure in the style of a noir detective tale! Band together with the Rogues, led as always by the fierce pirate captain Reyna, to save one of their own and take down the enigmatic thief behind the dastardly plot. Phoebe and her crew set off to Ekkunar to investigate what exactly is keeping this shattered planet together. What they find creates more questions than answers.
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I guess the real use depends on how long matches are. You're not using UT's services while players are playing on your servers, only when trying to find each other. I recommend making your own more efficient matchmaker and hosting that too at Amazon. Apr 29, Posts: Yep, the networking classes are not locked behind an extra paywall. UT's services are there as a convenience.
For a lengthy strategy game I think they might be a great fit, but for an FPS with short rounds it could get expensive for an indie. Oct 3, Posts: I didnt find ccu tariffs for uNet, just this: Thanks, unity but if I'm right here, I will better using photon.
Competitive Matchmaking Pass
Jul 14, Posts: Here's an detailed breakdown of the reasoning and more direct answers to some questions brought up in this thread: You only pay for Unity's servers when you use it. It's super fair to you because you're only charged for what you use. It's not fair to charge for what you use during development.
You haven't optimized your code yet. That's why we give users CCU regardless of bandwidth. Once your game goes live and you to support a big player population, we start charging for based on you use. Is your game super optimized and can support 1, users with a single GB of bandwidth? Is it unoptimized and you're using 1GB per user? It's mostly CPU cyclces which aren't part of the pricing and very little in bandwidth compared to Relay Server. I need to check with the team to determine exactly how a matchmaker-only implementation can expect to charge for.
If you want to use EC2 to host your server, that's fine. If traffic doesn't hit Unity's servers Matchmaker, Relay Server , you don't pay for it. If your game is really competitive or requires very predictable network performance, a server you own may be best for you. If not, you should try out Unity's implementation peer to peer, assisted with relay server. Standing up and managing your own fleet of servers is cheaper but you are spending a lot of time creating and maintaining it. To confirm, you can make your own matchmaker service and infrastructure, and still use Unity APIs.
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You will need to write the middle layer between the API and your infrastructure. Dec 1, Posts: Update on only using the matchmaking services? Nov 19, Posts: Mar 26, Posts: Joe-Censored , May 12, Hey, the recent activity on this thread is timely. We're reviewing pricing and looking for feedback. Please check out the pinned thread if you haven't already. Jan 20, Posts: Kombiice , Jun 21, Dec 4, Posts: Feb 13, Posts: I just don't get the whole thing.