Publisher | Barebones |
---|---|
File size | 3.11MB |
Number of files | 317 |
Latest version | 2.0.4 |
Latest release date | 2017-06-19 09:20:30 |
First release date | 2016-09-23 05:21:24 |
Supported Unity versions | 2018.4.2 or higher |
Be The Master of Your Own Services!
Wiki | Forum
Is this asset for you?
Master Server Framework is designed to kickstart your back-end server development. It contains solutions to some of the common problems, such as:
- Authentication
- Persistent and synchronized player profiles
- Lobby (game server registration / lookup)
- Chat - with both private and public messages
- check the forum thread for roadmap and future updates
Run your back-end servers within Unity:
- Super fast development - servers can be started and debugged in unity’s editor, together with your game.
- No need to share DLL’s, compile multiple projects, or develop in multiple languages.
- No third-party services - develop offline, host wherever you want.
- No issues with concurrency / race conditions
- If you have doubts about using Unity as a server. Check out “Is it for me?” page in the Wiki.
Networking API: framework is based on a thin layer of abstraction on top of UDP/RUDP/ Websocket protocols. It makes communication between your servers and clients a breeze. You can start as many socket servers and clients as you want.
If you’re working on a rooms-based game, you can utilize Spawner Server. It can start game servers within your VPS'es / dedicated servers, automatically, on user’s request. It means that even browser players can create rooms! Players will no longer be required to host games themselves.
. Framework encourages you to run your game servers on your own VPS'es / dedicated servers. ** You can have games hosted on player-devices, but framework doesn't try to solve NAT issues, and usual connectivity problems will still be there, unless you host games on your own VPS / Dedicated server** Other Features:
- Unlimited CCU
- Full Source Code
- Host on Windows and Linux platforms
- Written in C#, no Reflection / AOT code used
Supported client platforms:
WebGL, Windows, Mac, Android (iOS not yet tested)
Please note that this is a framework and not a complete project. You’ll still need to make a game, and be a able to write C# code to utilize the framework.
Wiki | Forum
Is this asset for you?
Master Server Framework is designed to kickstart your back-end server development. It contains solutions to some of the common problems, such as:
- Authentication
- Persistent and synchronized player profiles
- Lobby (game server registration / lookup)
- Chat - with both private and public messages
- check the forum thread for roadmap and future updates
Run your back-end servers within Unity:
- Super fast development - servers can be started and debugged in unity’s editor, together with your game.
- No need to share DLL’s, compile multiple projects, or develop in multiple languages.
- No third-party services - develop offline, host wherever you want.
- No issues with concurrency / race conditions
- If you have doubts about using Unity as a server. Check out “Is it for me?” page in the Wiki.
Networking API: framework is based on a thin layer of abstraction on top of UDP/RUDP/ Websocket protocols. It makes communication between your servers and clients a breeze. You can start as many socket servers and clients as you want.
If you’re working on a rooms-based game, you can utilize Spawner Server. It can start game servers within your VPS'es / dedicated servers, automatically, on user’s request. It means that even browser players can create rooms! Players will no longer be required to host games themselves.
. Framework encourages you to run your game servers on your own VPS'es / dedicated servers. ** You can have games hosted on player-devices, but framework doesn't try to solve NAT issues, and usual connectivity problems will still be there, unless you host games on your own VPS / Dedicated server** Other Features:
- Unlimited CCU
- Full Source Code
- Host on Windows and Linux platforms
- Written in C#, no Reflection / AOT code used
Supported client platforms:
WebGL, Windows, Mac, Android (iOS not yet tested)
Please note that this is a framework and not a complete project. You’ll still need to make a game, and be a able to write C# code to utilize the framework.