

- Cant update reign of kings dedicated server manual#
- Cant update reign of kings dedicated server free#
but so far every third party solution i tried fails in comparison, in some way or another to unity's relay server, and being on an extremely limited budget, i really need a relay server that works with websockets. im literally holding out for a solution that's similar to Unity's Matchmaking service that isn't difficult to implement, i'm a 1 man developer, but using templates i created a whole game that requires unity matchmaking. just look at ovh.com (one of the largest hosting providers in the world) you pay $89 a month for 1 server and UNLIMITED bandwidth. I know this is an old thread, but couldn't you offer better pricing than 0.49$ a GB? bandwidth is unlimited with with larger hosting providers. You will need to write the middle layer between the API and your infrastructure. To confirm, you can make your own matchmaker service and infrastructure, and still use Unity APIs. Standing up and managing your own fleet of servers is cheaper but you are spending a lot of time creating and maintaining it. If not, you should try out Unity's implementation (peer to peer, assisted with relay server). If your game is really competitive or requires very predictable network performance, a server you own may be best for you. If traffic doesn't hit Unity's servers (Matchmaker, Relay Server), you don't pay for it. If you want to use EC2 to host your server, that's fine. I need to check with the team to determine exactly how a matchmaker-only implementation can expect to charge for. It's mostly CPU cyclces (which aren't part of the pricing) and very little in bandwidth compared to Relay Server. Is it unoptimized and you're using 1GB per user? Again, you pay for what you use $.49/user in this example. Is your game super optimized and can support 1,000 users with a single GB of bandwidth? Fine, that's what you pay for in this scenario, effectively 10,000 users for 1 GB $0.49 (this can happen for "slower" games like those that are turn-based). Once your game goes live and you to support a big player population, we start charging for based on you use. That's why we give users (CCU) regardless of bandwidth. It's not fair to charge for what you use during development. Con: It's not easy to understand or predict because 1) you have to actually accrue the usage before being charged for it 2) you have to understand what bytes you're sending/recieving. Pro: It's super fair to you because you're only charged for what you use. General philosophy: You only pay for Unity's servers when you use it. Here's an detailed breakdown of the reasoning and more direct answers to some questions brought up in this thread: A lot of people find Photon useful, but I don't like it personally. It would be easier, but more expensive to use Unity's Relay. That will take the most research going in. You can't have one without the other, unless you host your own Master Server and pass IP's with your own code. You don't want to use the cloud, but you want to matchmake.
Cant update reign of kings dedicated server manual#
It's fairly similar, but everyone has access to a genuine MatchMaking Service and doesn't require manual portforwarding.) (Don't confuse this with a Peer to Peer connection, it's not. But it's one I intend on trying a few times. Depending how big your game is, it's probably not the best idea.
Cant update reign of kings dedicated server free#
You will need your players to manually type in External IP's provided to them free by the service, but it's the easiest/cheapest way to do matchmaking. It's like gameranger and hamachi combined. You don't want to use the cloud, but you want matchmaking. That could get very expensive at a large user base. Every gb of bandwidth used by Unity's Relay Service will cost you 49 cents USD. $0.49/gb is the amount of bandwidth taken up by messages being sent from Clients to the Server. (If I'm inaccurate in any angle, please correct me.) 700 online typically at all times on average a month.

For instance, a game I play called 'Reign of Kings' averages 700 concurrent users. 100 CCU is 100 active users at all times during the month.
