Hi,
So I have been using the Multiplayer2.0 servers to host our game logic and its been great. We offloaded the network communication to SignalR to support thousands of clients connecting. The game relies on inputs from 1000s of player in realtime (but on the scale of a couple inputs a minute). The only issue is the restriction in the Queue Configuration that caps the player count at 100 (25 for teams). Since the communication is being handled by SignalR, all I need from the Matchmaking api is the server IP so that the clients can establish a seperate connection to the SignalR hub from there.
Is there any way to by pass the 100 connection limit in the Queue Configuration?
Recycling Connections? as the ticket returns a match ( with the server ip info) the link is cut, but the client still has the IP necessary to connect to the SignalR hub.
Any input would be greatly appreciated.