Hello all,
I am working on a game that is a card game that has 2 to 6 players with more state of the game tracking rather than physics or player control tracking.
I have been beating my head against the wall that is uNet and all the various different platforms out there and I am looking into PUN. I come from a Client/Master Server/Game Server kind of view of the world and I am trying to fit Photon and Unity into that view.
I am looking for both the high level overview and where the individual components of the architecture interface and how they relate. I have a some basic questions that with answers might help my understanding.
Here are the questions:
1) When you create a room, does this create another copy of the game running on a separate server?
2) Is there a diagram of the architecture between all the components somewhere? How does the executable that I make with Unity fit into that architecture other than just hooking to the PUN service?
3) On the Photon Cloud the docs say you can't have server-side code. Does this mean you can't have a central source of truth under the server's control rather than the clients having control over game state?
4) Does Photon Cloud support the Client/Master Server/Game Server model or do I need to use OnPremise to do that?
Any help would be greatly appreciated.
Z
I am working on a game that is a card game that has 2 to 6 players with more state of the game tracking rather than physics or player control tracking.
I have been beating my head against the wall that is uNet and all the various different platforms out there and I am looking into PUN. I come from a Client/Master Server/Game Server kind of view of the world and I am trying to fit Photon and Unity into that view.
I am looking for both the high level overview and where the individual components of the architecture interface and how they relate. I have a some basic questions that with answers might help my understanding.
Here are the questions:
1) When you create a room, does this create another copy of the game running on a separate server?
2) Is there a diagram of the architecture between all the components somewhere? How does the executable that I make with Unity fit into that architecture other than just hooking to the PUN service?
3) On the Photon Cloud the docs say you can't have server-side code. Does this mean you can't have a central source of truth under the server's control rather than the clients having control over game state?
4) Does Photon Cloud support the Client/Master Server/Game Server model or do I need to use OnPremise to do that?
Any help would be greatly appreciated.
Z