I have a few questions, all more less related to the subject of preventing players from cheating in my game.
I know PUN is not authoritative, so what measures are there to prevent players from cheating? The game I am developing does not need persistence, so PUN is perfect for it, other than I am worried about players easily being able to modify variables, etc. Is there anything I can do?
I considered switching to Photon Server for this same reason, but it seems like a lot of setup(and cost!) when I don't most of the benefits of a self-hosted server, only the ability to limit client authority. Is making the switch to Photon Server for this reason alone worthwhile?
If it is, I have a few questions regarding that as well. I will be developing it on another machine on my local network, and then more than likely hosting it with Azure/Amazon. Is it possible to convert an existing PUN project over to use a self-hosted, authoritative server? Or would I need to develop the game with that in mind from the beginning?
Thanks your time and help.
I know PUN is not authoritative, so what measures are there to prevent players from cheating? The game I am developing does not need persistence, so PUN is perfect for it, other than I am worried about players easily being able to modify variables, etc. Is there anything I can do?
I considered switching to Photon Server for this same reason, but it seems like a lot of setup(and cost!) when I don't most of the benefits of a self-hosted server, only the ability to limit client authority. Is making the switch to Photon Server for this reason alone worthwhile?
If it is, I have a few questions regarding that as well. I will be developing it on another machine on my local network, and then more than likely hosting it with Azure/Amazon. Is it possible to convert an existing PUN project over to use a self-hosted, authoritative server? Or would I need to develop the game with that in mind from the beginning?
Thanks your time and help.