Hello,
I am developing a fast-paced 3rd person shooter game. Its multiplayer (ofcourse). The first prototype of the game was developed using Unity Networking(LAN). After receiving positive feedback and several requests to make it online multiplayer, I decided to move the game to Photon Cloud. However, there were several issues with using Photon Cloud. There were tons of complaints about slow and laggy servers. I was wondering why? If player with slow connection is hosting the game, others player will have latency issues (even though they have high speed connections).
Only way to fix this issue is to use Photon Server. I have been digging since 2 weeks for tutorials on how to write server-side code. No Luck! All i find is "how to setup photon server in 5 mins" videos. Is there any tutorial series that includes setting up server, custom login, matchmaking, player position syncing, custom kill/death logic, gameover, etc? I'm soo frustrated searching for tuts. Hence, posting in the forum...xD. I found MMO Demo in the SDK. But its complex. I couldnt find any documentation on how the demo works. Going through the code and figuring it out yourself is next to impossible for beginners like me. Moreover, the link to Unity client project for MMO Demo is dead. So, i don't know how to test it either.
AAA games like overwatch, DOTA2, etc simulate the game on their servers. Player interactions are sent from the local client to server. Server validates them and executes them on the server. Then server sends results back to client. Is this possible to achieve with Photon server?
Any kind of help is highly appreciated!!
Thank you.
I am developing a fast-paced 3rd person shooter game. Its multiplayer (ofcourse). The first prototype of the game was developed using Unity Networking(LAN). After receiving positive feedback and several requests to make it online multiplayer, I decided to move the game to Photon Cloud. However, there were several issues with using Photon Cloud. There were tons of complaints about slow and laggy servers. I was wondering why? If player with slow connection is hosting the game, others player will have latency issues (even though they have high speed connections).
Only way to fix this issue is to use Photon Server. I have been digging since 2 weeks for tutorials on how to write server-side code. No Luck! All i find is "how to setup photon server in 5 mins" videos. Is there any tutorial series that includes setting up server, custom login, matchmaking, player position syncing, custom kill/death logic, gameover, etc? I'm soo frustrated searching for tuts. Hence, posting in the forum...xD. I found MMO Demo in the SDK. But its complex. I couldnt find any documentation on how the demo works. Going through the code and figuring it out yourself is next to impossible for beginners like me. Moreover, the link to Unity client project for MMO Demo is dead. So, i don't know how to test it either.
AAA games like overwatch, DOTA2, etc simulate the game on their servers. Player interactions are sent from the local client to server. Server validates them and executes them on the server. Then server sends results back to client. Is this possible to achieve with Photon server?
Any kind of help is highly appreciated!!
Thank you.