
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.
Reign of kings dedicated server rules 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.
Reign of kings dedicated server rules 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. No liability is taken for any consequences that may result in being involved with any 3rd party/independently operated websites or emulated servers.100 CCU is 100 active users at all times during the month.

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