Questions from a developer:
We're working on a realtime game using Unity (using UNet for our prototype), and we're worried about cheating in our game. We'd like to get some feedback on the options we're considering for our networking, to try to help with this:
1. Use Photon Realtime. Since we don't want players to be authoritative (since that makes it too easy to cheat), we're thinking of cheating. We're thinking of storing info about players which we can use to make a determination of the most "trusted" player, and have them be the host for the session.
2. Continue using UNet and wait for the Server Library which Unity have in their long-term roadmap, with the hope that it'll be easy to use and that it'll be delivered by the time we need it. To date, we don't have a good feel from Unity on when this will be though, nor when docs will be available.
3. There's also the option of using Photon Server, but I'm not clear on the pricing. They have a free 100 CCU plan "per app / server" but I don't really know how to read this. Could I have multiple servers running in PlayFab's hosting with this free tier?
Finally, can you show example pricing of your game server hosting if we want to have servers in all major regions (e.g., US, EU, Brazil and Asia)?