A multiplayer project can host many users in the same project, either locally or through a networked server. To build a multiplayer game, use a combination of Unity’s multiplayer packages and services.
Topic | Description |
---|---|
Dedicated server | Publish multiplayer games using the Dedicated Server platform to reduce the amount of resources server builds use. |
Topic | Description |
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Dedicated server package | Switch a project, its GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary, and its components between the server and client role. This package requires a project that uses the dedicated server platform. |
Unity Multiplayer | Documentation for the Netcode for GameObjects, Transport, Multiplayer Tools, and Multiplayer Play mode packages. |
Netcode for GameObjects | Unity’s high-level networkingThe Unity system that enables multiplayer gaming across a computer network. More info See in Glossary logic for multiplayer games. |
Unity Transport | The low-level networking library that Netcode for GameObjects and Netcode for Entities use. |
Multiplayer Tools | Tools that you can use to analyze, debug, and test your multiplayer game. |
Multiplayer Play Mode | Simulate up to four players on a single development device. |
Netcode for Entities | Develop a multiplayer project that uses Unity’s Data Oriented Technology Stack (DOTS). |
Topic | Description |
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Multiplay Hosting | A scalable platform to host multiplayer games. |
Lobby | Allow players to discover and connect to each other in a multiplayer game. |
Matchmaker | Automatically assign remote players to a game instance. |
Relay | Allow players to use a join code to connect to a game instance. |
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