#Help with multiple UGS questions

1 messages · Page 1 of 1 (latest)

thorny robin
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Hey everyone, I'm busy with my first multiplayer game and doing some research into Unity UGS and other general networking things, but I still have a few questions I couldn't find the answer to:

  • Are player ID's from the Leaderboards and Friends system the same? I'm wondering if I could filter the leaderboard so it would only show the friend's scores.

  • Can I use Unity Matchmaking and Relay with a P2P game? Or does that require a dedicated game server? I'll probably use PurrNet as the networking package.

  • What is the pricing on the Matchmaking service? I can't find it anywhere.

solid slate
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Player IDs are almost always going to be the ID from Unity Authentication which is used widely across all UGS packages, including Leaderboard and Friends.

I believe you could technically make Matchmaker work for client hosted games using Relay, but it’s probably overkill IMO (and potentially unintended) as it is mainly for games on dedicated servers. You can use Sessions or Lobby/Relay to achieve most of what you want most likely.

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I would assume the pricing isn’t listed anywhere because it’s a service that comes alongside dedicated server hosting.

thorny robin
solid slate
thorny robin
# solid slate You can still do that with Sessions or Lobby/Relay.

I'm going to make a board game where players can play against each other. Players will get a skill point if they win a match, and I want to put players who have around the same skill together. I thought that requires matchmaking? How would that work with Lobbies?

solid slate
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If a lobby is found, you can auto join the player to the lobby which would also have connection information to auto join them to the Relay.

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Using Sessions would probably make a lot of this easier. It combines and streamlines Lobby/Relay functionalities under the hood.

pseudo creek
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Yea. You can matchmake into relay with no problem.

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And yea, using sessions is the way to go

thorny robin
pseudo creek
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You can use sessions with matchmaking

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There are building blocks for leaderboards as well

solid slate
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And it’s pretty robust, which is why if you don’t need most of its features, I just recommend using what is built in to Sessions. But of course, either route is perfectly fine

pseudo creek
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On PC, people really like a lobby/server browser. It makes setting up casual games with friends super easy

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But any kind of ranked mode will need matchmaking

thorny robin
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Ok thanks, I'm not sure if sessions are right for my game tho since they require Unity's Netcode for GameObjects right? I guess I could use that but PurrNet was also looking interesting to me.

Also I'm not sure I need the extra complexity of sessions, since it's a simple board game I only need to find and connect 2 players, then sync who's turn it is and what moves are done.

Also idk if it's more expensive because: "Sessions relies internally on different combinations of Unity Gaming Services such as Relay, Distributed Authority, Lobby, Matchmaker and Cloud Code, and thus contributes to the billing of those services."

solid slate
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Also I'm not sure I need the extra complexity of sessions, since it's a simple board game I only need to find and connect 2 players, then sync who's turn it is and what moves are done.

It’s not added complexity, it’s just an abstraction to make using existing packages like Lobby and Relay easier to use. That disclaimer is just explaining that you won’t be billed for using just “Sessions”. You will be billed for using what it uses under the hood. It won’t cost any more or less than just using Lobby/Relay on their own.

pseudo creek
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It doesn't require ngo. The ugs services are network agnostic. You would just need to manually setup the connections in purrnet when you join a lobby/session/match