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peterept | 7 years ago

I run a multiplayer VR team platform where we run a copy of Unity3d on the linux cloud server and load the the same Unity Asset Bundle on the server as the clients ("The current world"). I chose this method because:

(1) it followed the Unity3d documented approach using UNET server and client architecture (2) it meant we get to simulate the entire scene on the server (physics, meshes, networked objects, etc)

We boot the instances on demand when a team wants to meet in VR.

Sounds like Unity's new T&C's means this architecture is dead in the water.. unless Authorized by Unity3d. :-(

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