Hi,
I'm building a game in Unity and I'm looking for a simple solution to make it multiplayer.
The game is a team-based, server-authoritative, Third-Person-Shooter 5v5 or 10v10, with lobby and matchmaking with an average match length of 30-min.
The idea, at a high level, would be to use Playfab to work as a "master server" for the lobby (using Party, Chat, Matchmaking, Player data etc.) where players can customize their avatar, invite friends, chat, view stats, and unlock items with in-game currency.
When players start the matchmaking and opponents are found, a new Unity server instance is created running Photon Bolt or Forge Networking. (so 1 server per match / 10-20 players per server).
At the end of the game, scores are calculated and updated to the players' profiles.
Can it work as I imagine it?
,Hi,
I'm building a game in Unity and I'm looking for a simple solution to make it multiplayer.
The game is a team-based, server-authoritative, Third-Person-Shooter 5v5 or 10v10, with lobby and matchmaking with an average match length of 30-min.
The idea, at a high level, would be to use Playfab to work as a "master server" for the lobby (using Party, Chat, Matchmaking, Player data etc.) where players can customize their avatar, invite friends, chat, view stats, and unlock items with in-game currency.
When players start the matchmaking and opponents are found, a new Unity server instance is created running Photon Bolt or Forge Networking. (so 1 server per match / 10-20 players per server).
At the end of the game, scores are calculated and updated to the players' profiles.
Can it work as I imagine it?