unity只是游戏的客户端,虽然简单的游戏服务器可以直接在unity中实现,但毕竟这不是它的强项,并且在MMO(Massive Multiplayer Online)中,它是无法胜任的。
那么做在线游戏的时候就需要游戏服务器的支持。
有2个可以做为我们的选项,当然除此之外,还有很多,选他们是因为他们比较有名,价格低廉,或者免费。
smartfoxserver
官方网站:http://www.smartfoxserver.com/
收费,商业化服务器,价格可以参看:
http://www.smartfoxserver.com/shop/catalogue.php
这个服务器有很完善的文档,并且有它和untiy结合开发出来的demo, 可以从下面的地址获取:
http://unity.lastowl.info/IslandDemo3.0.zip
BeamServer
官方网站:http://www.firstcontactstudios.com/BeamServer/
免费。
下面从别人那里摘抄的关于游戏服务器的比较。
原文连接:
https://docs.google.com/spreadsheet/ccc?key=0AjZV0SdoOTsPdFVGQWxUWW9Fdmk2RzNfa3hUZU90V1E&hl=en_US#gid=0
Lidgren | Player.IO (formerly Nonoba) | NetDog | uLink | Badumna | ElectroServer | Photon | SmartFox | SmartFox 2X | Notes | ||
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If you modify this page: | Can you please note your changes on the forum thread: | http://forum.unity3d.com/threads/95277 | SmartFox | |||||||
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Site | http://code.google.com/p/lidgren-network-gen3 | http://playerio.com | http://www.netdognetworks.com/index.shtml | http://www.unitypark3d.com | http://www.scalify.com | http://www.electrotank.com | http://www.exitgames.com/ | http://www.smartfoxserver.com | http://www.smartfoxserver.com | |
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Page | http://code.google.com/p/lidgren-network-gen3 | http://playerio.com/features/ | http://www.unitypark3d.com/ulink | http://www.scalify.com/badumna.php | http://www.electrotank.com/es5.html | http://www.exitgames.com/Photon | http://www.smartfoxserver.com/products/ | http://www.smartfoxserver.com/2X/ | ||
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Forum | http://groups.google.com/group/lidgren-network-gen3 | http://playerio.com/forum/ | http://ulink.shapado.com/ | http://www.scalify.com/forum | http://www.electrotank.com/forums/forum.php | http://forum.exitgames.com/ | ||||
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UDP | Yes (Reliable) | TCP only for now | Yes (reliable & unreliable) | Yes (Reliable) | Yes (Reliable) | Yes | ||||
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NAT punchthrough | 322 | Yes | ||||||||
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Client language(s) | Yes | C#, JS, Boo | *C#, JS | C#, JS, Boo | C#, ActionScript, Java | C#, ActionScript, Java | *ElectroServer also supports a number of Non-Unity languages including ActionScript and Objective-C **ExitGames indicates “.Net Languages”. Code provided in C# only. (JS means UnityScript or Unity.js) | |||
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Server Language(s) | C# | C# | C# | C# | C# | Java, ActionScript, Python | Java | |||
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Server OS | Anything that runs Mono | .NET (C#, VB.Net, etc) | Windows, Linux, OS X | Windows (Server 2008/R2, 7, Vista, XP) | *Photon has announced Server OS compatibility with Linux scheduled for Q4/2011. | |||||
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Supported Build Targets | Web – Yes Mac App – Yes PC App – Yes iOS – Yes (Pro only) Android – Yes (Pro only) |
Web – Yes Mac App – Yes PC App – Yes iOS – Yes Android – Yes |
Web – Yes Mac App – Yes PC App – Yes iOS – Yes Android – Yes |
Web – Yes Mac App – Yes PC App – Yes iOS – Yes Android – Yes |
Web – Yes Mac App – Yes PC App – Yes iOS – Yes Android – Yes |
Web – Yes Mac App – Yes PC App – Yes iOS – Yes Android – Yes |
Web – Mac App – PC App – iOS – Android – |
Web – Mac App – PC App – iOS – Android – |
*Badumna reports that Web builds have the limitation when using Unity 3.x that the web build has to use HTTP tunnel. This may be true of other platforms as well as I feel I remember something about security protocols… | |
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Networking Type | Flexible (is only network layer) | Any | C#, JS, Boo | Hybrid P2P | Authoritative client-server. Others too? | Authoritative/Proxy w/o logic | ||||
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Supports Cellular/Mobile | Yes | C# | Yes | Yes | Yes | *25 anonymous / 100 with registration | ||||
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Free CCU limit | Un’ltd | 500 | None | None / Use trial | None (?) Use Trial | *25 /100 | 100 | 100 | 100 | *It is unclear what the free CCU limit is. The site indicates both 25 & 50, but conversations indicate registered users get 100 free CCUs. |
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License Types | Free, Plus, Pro, Enterprise | Pro Only* | Indie & Pro | Pro Only | Indie & Pro | *uLink provides some “Indie” licenses when available – please check their website. User Anecdotes indicate there may be a “waiting list” for indie licenses with uLink, but I can’t find any information on how to sign up for it. | ||||
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Indie Requirements | N/A | N/A | 1000 CCU limit | *On an “as available” basis | < $200k gross revenue < 5 employees or freelancers |
N/A | < $200k gross revenue < 5 employees or freelancers + Must display photon logo |
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Cost Structure | N/A | PAYG | Per Server* | Per Game | INDIE: Per application PRO: PAYG per CCU peak |
Per server | Per server | Per Server | *NetDog has a note on the Indie License that in Host/Client relationships, the Host server will consume the license. | |
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Cost Breakdown INDIE / BASIC (USD unless noted) |
5000 CCU – Plus ($29.95/month) | Indie: 500 € |
Indie: 500 CCU – $200 1000 CCU – $1000 4000 CCU – $4000 |
Pro Only | Indie: 100 CCU – Free 500 CCU – $450 1000 CCU – $950 Un’ltd CCU – $1,450 * See note |
100 Users license 200 € 500 Users license 400 € Unlimited Users license 800 € |
n/a | *Oddly, if you follow Photon’s license requirements (depending on how you interpret “not indie”), you can double-up two 500 CCU licenses and save $50, but I this licensing information seems stale. **uLink does provide Indie licenses on an “as available” basis. Currently there are none available. User Anecdotes indicate there may be a “waiting list” for indie licenses with uLink, but I can’t find any information on how to sign up for it. |
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Cost Breakdown PRO (USD unless noted) |
Free | 25000 CCU – Pro ($500/month) Unlimited – Enterprise (Quote on request) |
Quote on Request | Pro: 7000 € |
Quote on Request | Pro: 25/50/100* – Free 1000 CCU – $999 Un’ltd – $4,999 |
Pro: 100 CCU – Free 500 CCU – $1,250 1000 CCU – $2,250 Un’ltd CCU – $3,500 |
100 Users license 500 € 500 Users license 1000 € Unlimited Users license 2000 € BlueBox Firewall/Proxy Traversal Add-on license 400 € |
500 Users license 750 € 2000 Users license 1500 € 5000 Users license 2500 € Unlimited Users license 3500 € |
*See Notes on “Free CCU Limit” |
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Free Trial? | N/A | Unlimited Free plan with 500 CCU limit 30-day free trial of all paid plans. |
YES – 30 Days*** | YES – 60 minute limit* | YES – Use free CCU | **YES – 30 Days and free 100 CCU | Free 100 CCU | *Badumna trial limits “entities” to 60 minutes of game play and is intended for evaluation purposes only. ** Photon may extend the 30 days upon request ***uLink have no technical restrictions for using the evaluation version longer than 30 days |
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Hosting Offer? | No | Free and Plus are always hosted on Player.IO shared cluster. Dedicated servers available for Pro and Enterprise plans (Quote on request) |
No* | YES – Quote on Request | No | **YES – Quote on Request. Cloud hosting coming soon | *uLInk has indicated hosting offers are planned for a future release. **Packages not scaled for Indie developers | |||
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Sample Solutions? | Yes | Yes | Yes | Yes | Yes | |||||
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Documentation status | Fully documented clientside and serverside APIs | Clear and complete documentation with a lot of example code and utility scripts that you can straight out use for your project. Even have an authoritative MMO example project that gives you a few months head start on your project. | In the past (2008 etc.) there were complaints about lack of docs, however as of Aug 2011 there are many examples, with the key ones for Unity | Looks like a lot of information and good example base | Full documentation | Full documentation | ||||
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Notes | Open Source Project | -They host your server code on their network thus ensuring scaleability
Full cross-device support QuickConnect – Integrate with external user databases, Facebook users, or use the SimpleUsers API to host your user db on Player.IO. BigDB – Hosted NoSQL database for your storage needs. GameFS – Fast global CDNs to host your game files and other assets. (PAID ONLY) PayVault – Eases monetisation thru support of virtual economy aspects (PAID ONLY) SiteBox – Easy facebook and social networking authentication and integration |
NetDog is a native code library, as such it can not be used in the webplayer at all. Also it does not offer any comparable Unity Integration like the other options and its threaded / async nature enforces a significantly more complex handling than the technology advertises for its usage due to unity not being threadsafe for external calls. they say they really support Unity but they don’t, I was on the first team to adopt NetDog back when it cost $30’000 for a single server license trying to work it out with them |
UnityPark notes that:
Their client and server is seamlessly integrated in Unity making it ideal for debugging and development. uLink have an API that is more than 4 times as rich as Unity’s built-in networking and the network engine is stacked with utility scripts and read-to-use building blocks that slashes development time. One major advantage to uLink is that the servers are instances of the Unity Engine, which means the server is running an identical physics engine as the client, which may not be true with other solutions. Includes uTsung, a load testing system to simulate multiple clients and connections. In the “near future”, as of Q2/Q3 2011, a host of additional “add-ons” will be available for integration with uLink, including uLobby, uZone, uGameDB, uVoice, ejabberd (chat), uStream & uCollab. uCollab is expected be available for free for all Unity developers |
Badumna notes that one of thier strong points is their Hybrid P2P architecture. Badumna uses a hybrid peer-to-peer architecture – this means the server and bandwidth requirements could be up to 80% lower than other solutions. They publish an example of possible operating costs here: http://scalify.com/badumna-benefits.php |
Exitgames note that:
Their Client and Server use C# Reliable UDP support (based on eNET) Native core (C/C++) Cross device support |
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I have interest in this, thanks.
http://www.hackedformac.us/mac-files/little-snitch-3-7-4-full-crack-is-here-2017/