Hi folks,
I'm having a lot of trouble understand how I should setup my game and what I could expect the costs to be. My question is actually very similar to this question: matchmaking-with-multiplayer-servers-costs
My game is built in Unity for mobile: iOS and Android. Players can choose 1 of a dozen different levels to battle another player. Players are matched by the level chosen and their in-game rating. When match completes, players gain/lose rating based on results.
I previously used a legacy server. I built the server so that one instance would run, and it'd manage every single player that enters the arena (chooses level to battle a player). I simply had a list of all players, and they'd be paired into matches until they finished. The server would call the cloud script to conclude their battles and they'd disconnect (or rematch if they wanted).
With the new Multiplayer Server system, is that still a correct way to approach this (all players in a list in a single instance on a single VM)? Having a single server instance that takes in every player and handles everything internally? If so, the Matchmaking service (which I can only access via the Rest API since I'm in Unity) seems like it wouldn't work, since a Match holds the players that can join?
I know some of this isn't PlayFab specific, and just how servers are typically setup, but in the context of PlayFab, it's still infinitely valuable to me. I appreciate the help!
-Matt