Looking for advice on TCP Server with Unity.

Ollie

Member
Jan 7, 2013
72
11
Hi,
So I'm looking into making a simple multiplayer game with Unity. This would be my first project working with C#, but not my first time using Unity.

I am just looking for some advice really, as I have never made a Server or worked with anything to do with TCP or Websockets ect. before so kind of need somewhere with good advice on where to start.

So my first question is, what should I be using? Should I be using Websockets to transfer my data about player positions, or should I make a TCP Server or something similar?

Also, what language should I be using to do this. I don't want to start a fucking benchmark war like threads similar to this usually do but I'm just looking for a simple answer. Should I be coding this in C#, Javascript or any other language you can think of.

Just bare in mind its not going to be a dedicated server, that all players would connect to, but similar to the system in other games like Minecraft, where you host your own server. So each servers only going to have a small amount of players on at a time, I'm not trying to build some system that can manage 10,000's of players on some MMO scale.

I'm not really looking for any code, so not even sure if this is the right section. But just some suggestions from people that know more about this than me.

Thanks.
 

Jaden

not so active
Aug 24, 2014
886
263
Well the problem with TCP is that is sends many more packets to ensure that packets get to the destination and well by the time the packets actually get there if there is an error the information is useless to the client.

The reason habbo uses TCP is because the game doesn't require split second decision making. And also the amount of packets and data transferred is low compared to example the 64 ticks per second of CSGO .

First post:
Just bare in mind its not going to be a dedicated server, that all players would connect to, but similar to the system in other games like Minecraft, where you host your own server. So each servers only going to have a small amount of players on at a time, I'm not trying to build some system that can manage 10,000's of players on some MMO scale.
Minecraft uses TCP.
No shit. Already stated this in previous posts.
Maybe you should read every previous post more thoroughly.
 

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