How To Set Up A Dedicated Multiplayer Server - Unity PlayFab

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  • เผยแพร่เมื่อ 9 ก.พ. 2025

ความคิดเห็น • 255

  • @aeonnadilas
    @aeonnadilas 3 ปีที่แล้ว +76

    Would be awesome to see a PlayFab dedicated server video using MLAPI :)

    • @akarsh9407
      @akarsh9407 3 ปีที่แล้ว +2

      If that is possible then i would like to see that one

    • @Waseem-1488
      @Waseem-1488 3 ปีที่แล้ว

      yes pleas

    • @muebele
      @muebele 3 ปีที่แล้ว

      Would also find this really helpful!

    • @foldingwishes
      @foldingwishes 3 ปีที่แล้ว +2

      hey man, I've been working with MLAPI for a year and a half now. Mirror is much better. MLAPI has about 4-5 times the lag of Mirror. I'm actually looking at this video because our company's trying to convert everything to Mirror now.

    • @lianlevi6942
      @lianlevi6942 3 ปีที่แล้ว

      yes please

  • @Paul-zh2jp
    @Paul-zh2jp 3 ปีที่แล้ว +33

    There are definitely not enough good tutorials out there about Playfab, especially ones that go beyond the basic setup. I would love to see more about Playfab/mirror and sync'ing game objects in a more true to life scenario, like for an fps.

  • @RomHein
    @RomHein 4 ปีที่แล้ว +11

    Hello Nathan, just to say thank you for sharing your knowledge. I have done your Mirror training on Udemy and it taught me everything I needed to know. I went from zero knowledge on networking to having developed my multiplayer game with Mirror, fully functional. The next step is implementing PlayFab dedicated server, which I am starting right now. With Natepac example and your videos, I have the required kickstart. All the best to you, cheers!
    Edit: Please do a PlayFab / Unity dedicated Multiplayer training using Mirror (Paid one, you deserve that). There is ZERO resources online for people like me and I think you could really fill in that role :)

  • @RancidSwine
    @RancidSwine 3 ปีที่แล้ว +4

    This was a great beginning in my "clearing up exactly what I need for my multiplayer game"-thought process

  • @whoisgliese
    @whoisgliese 4 ปีที่แล้ว +4

    DUDE this is literally the only video i found about this... and ive been looking for a while. thanks a lot :)

    • @RoganPlant
      @RoganPlant 4 ปีที่แล้ว +1

      there are hella docs just read the documentation. fuck youtube videos grow up

    • @whoisgliese
      @whoisgliese 4 ปีที่แล้ว +5

      @@RoganPlant whats even wrong with you

  • @kacpair4889
    @kacpair4889 4 ปีที่แล้ว +2

    WOW! I was looking for a video like this for months but never found one until now. Thank you so much!!!

    • @RoganPlant
      @RoganPlant 4 ปีที่แล้ว

      yeah maybe just look at the documentation instead...

  • @VincentVeak
    @VincentVeak 4 ปีที่แล้ว +2

    Wow the timing between this video and your matchmaking video is impeccable. I was LITERALLY just thinking about how no one has really taken the time to do this on TH-cam and here you are.
    I do want to point out that this video acts more as a video guide on Natepac's existing project and discusses more about setting up a server, rather than implementing the actual code and discussing why Natepac chose to write the code the way he did and why/how you would use these functions on your own existing project without having to fully disect his work. It works great as a starting point though, especially for brand new projects and PlayFab users. Just some food for thought! Great work :)

    • @space_orphan
      @space_orphan 3 ปีที่แล้ว

      Do you know of any tutorials on Natepac's code? I'm trying and struggling to implement it in my project

  • @logantv6841
    @logantv6841 4 ปีที่แล้ว +16

    Wow this is perfect timing i was just looking for a video like this. thank you :)

  • @natepacyga
    @natepacyga 4 ปีที่แล้ว +3

    Awesome video! I am really glad that my example project is helping so many people. Your video is a very helpful walkthrough the project.

    • @simat66
      @simat66 4 ปีที่แล้ว

      Hey - looks like a great tool, thanks! I'm having a few issues with Playfab multiplayer - I don't suppose you'd be able to help? I looked into your project/the playfab docs and tried to add the necessary bits to my own project. I downloaded the GSDK and made sure Start() and ReadyForPlayers() were called by the server. I thought this would be enough to get started, but when I tried to upload the server to Playfab, it failed saying "TooManyServerRestarts". After a bit of googling, it seems like it's likely to do with missing .dll files. I followed the rabbit hole and it turns out to work out which .dll files are missing I need Docker Desktop which requires windows 10 pro (which I don't have). Now I'm starting to think the .dll thing is a red herring, as the files required by my project all look to be standard ones from the windows systems folders (which I assume the default container image has). Your project doesn't include any extra .dlls with it, so I assume mine doesn't need any.
      Anyway... I guess my question is - is there more to getting it to work than just downloading the GSDK and ensuring Start() and ReadyForPlayers() are called?

    • @natepacyga
      @natepacyga 4 ปีที่แล้ว

      @@simat66 As the video shows, the project is meant to be used as is. If you want to go beyond that, you’ll have to dig in and do more research.

    • @RomHein
      @RomHein 4 ปีที่แล้ว +1

      Hello Nate, just to thank you for having shared this project you took time to produce. It's really clear and simple, will help a lot people like me! Cheers !

    • @natepacyga
      @natepacyga 4 ปีที่แล้ว

      @@RomHein I appreciate the props and call out. I am glad it's helping devs out! :-)

    • @cameroncheney8804
      @cameroncheney8804 3 ปีที่แล้ว +1

      Hello. I think this project you have made is awesome and will help me a lot. I am having problems with the Server build, though. When I try to publish it, it says the build is unhealthy in Playfab. I'm not sure if you know how to fix this, but I'm just looking for a solution. I read on the help forms that it is only unhealthy if there is something wrong with the build. If you have a solution it would be greatly appreciated. Thanks!

  • @domcpp
    @domcpp 4 ปีที่แล้ว +16

    Just in case anyone is having the same problem: if you are using Mirror's KCP Transport, make sure to set the server's game port protocol to UDP, otherwise you won't be able to connect to your server. The example code uses the Telepathy Transport (TCP). Caused some frustration for me...

    • @RoganPlant
      @RoganPlant 4 ปีที่แล้ว

      You can use TCP if you change the ports in PlayFab to match.

    • @domcpp
      @domcpp 4 ปีที่แล้ว +1

      @@RoganPlant Sure but I wantet to use KCP and didn't change to UDP (because KCP is based on UDP)

    • @MTHunter777
      @MTHunter777 3 ปีที่แล้ว

      Thanks!

  • @ThePavilionWeb
    @ThePavilionWeb 4 ปีที่แล้ว +3

    I think your videos are great, I just started donating to you on Patreon, keep up the good work!

  • @ZygerGFX
    @ZygerGFX 4 ปีที่แล้ว +3

    Awesome video ! never heard of PlayFab before good to actually learn something about it :D

    • @DapperDinoCodingTutorials
      @DapperDinoCodingTutorials  4 ปีที่แล้ว +1

      I spent a good few hours wrapping my head around what I needed for this video but they do have many really useful services/features that aren't too difficult to integrate with.

  • @quake6053
    @quake6053 4 ปีที่แล้ว

    This is uploaded at the perfect moment!
    Just got access to azure playfab student :)))

  • @internalreadonlyvoid5283
    @internalreadonlyvoid5283 4 ปีที่แล้ว +21

    how many servers we can run at playfab? how many clients we can connect to one server? how to create automatic connection when client hit button Start random game? how to set maximum 5 or 10 clients on the one server? or inside one room in server? how many rooms we can create on the one server? how to close room when all clients die or leave the game?
    So, yes, make more videos about this!

    • @DapperDinoCodingTutorials
      @DapperDinoCodingTutorials  4 ปีที่แล้ว +14

      I'll be sure to make more videos hopefully addressing those questions.

    • @internalreadonlyvoid5283
      @internalreadonlyvoid5283 4 ปีที่แล้ว +4

      @@DapperDinoCodingTutorials cool! we are waiting

    • @markusschloder7927
      @markusschloder7927 4 ปีที่แล้ว

      It seems that something isnt working properly. because if you check "serverstartup.cs". There is a function CheckPlayerCountToShutdown(), which should quit the server if there is no more player online anymore. But there is some problem in adding clients serverside.

    • @RoganPlant
      @RoganPlant 4 ปีที่แล้ว

      PlayFab can handle millions of players, it handles the "automatic connection" when a client hits start.

  • @divyanshtiwari6003
    @divyanshtiwari6003 3 ปีที่แล้ว

    Really stuck in using MLAPI with Playfab. Much awaiting series on that :D

  • @filippogiulietti1665
    @filippogiulietti1665 4 ปีที่แล้ว +7

    PLS GO ON WITH THIS SERIES

  • @kevin_raney
    @kevin_raney 4 ปีที่แล้ว +5

    I'm interested in all talks on dedicated hosting, online leader boards, etc.... Would also be interested in match making/lobbys/catalogs/etc... MOAR! that is all...

  • @alexchatziagapis2351
    @alexchatziagapis2351 3 ปีที่แล้ว

    Great work once again! Remeber to add this video to your PlayFab-Unity playlists when you have time,so your viewers can find it easier.

  • @luiscarlosboteroagudelo9249
    @luiscarlosboteroagudelo9249 3 ปีที่แล้ว +4

    I had some issues but, if you have the problem that you've checked the regions and status is also deployed on playfab and you still get NULL. You have to check at first your box of "Start command" it has to be the same name than the one you uploaded on assets. If it's not enough check on your online dashboard, go to Title Settings and then to the API Features turn on "Allow client to start games".

    • @Snweos
      @Snweos 3 ปีที่แล้ว

      I was missing the "allow client to start games", thanks a million for this comment!

    • @ericjones7300
      @ericjones7300 3 ปีที่แล้ว

      Thank you, Luis, for "go to Title Settings and then to the API Features turn on "Allow client to start games". " That did the trick!

    • @yeetswa
      @yeetswa 2 ปีที่แล้ว

      took me hours until i seen this, thankyou!!! all i had to do with tick allow client to start games

  • @ufukcoban
    @ufukcoban 3 ปีที่แล้ว +11

    Don't forget to make your server builds with Architecture : x86_64 in Unity !

  • @willlacey7621
    @willlacey7621 4 ปีที่แล้ว

    Awesome video! I can't wait to try this out with Mirror and Steam!

  • @WAMBHSE
    @WAMBHSE 2 ปีที่แล้ว +1

    does playfab only work with mirror? or does it work with other unity networking solutions or just mirror? like you couldn't use fish or MLAPI and use playFab just for hosting a dedicated server?

  • @cynewulf1
    @cynewulf1 4 ปีที่แล้ว +5

    Just a note to say that the PlayFab Editor Extension will NOT allow you to log in with MS credentials.
    If you used MS authentication for your PlayFab account and already created a project there, the only workaround is to create a new PlayFab account (obviously not using MS auth) and then add that new user as an admin on your MS auth PlayFab account. To do this from your MS auth account, go into the game overview, then click on your icon in the top-right, Studio Settings, Users tab and add the user with Admin access.
    Bit annoying. They really should add the 'Log in with Microsoft' option to the extension.

  • @hissamuddinshaikh481
    @hissamuddinshaikh481 4 ปีที่แล้ว +7

    Hi, I tired setting this up and doing a trial run for it. I ran it on East Us and Northern Europe, following the necessary script change as stated in the video, but it still kept returning null. Is there any other reason why it might still be returning null and failing to establish a connection?

    • @buckieblu
      @buckieblu 4 ปีที่แล้ว +1

      Same issue

    • @GwydionLLyrMeredydd
      @GwydionLLyrMeredydd 3 ปีที่แล้ว +1

      @@buckieblu same here

    • @andywithap5520
      @andywithap5520 3 ปีที่แล้ว +10

      I had the same issue, and for anyone else who may encounter this, I solved it by enabling 'Allow clients to start games' in the playfab settings:
      (In browser not in unity)
      - Log into ur playfab
      - Click the cog to go to settings (Tittle settings in the dropdown)
      - go to 'API Features' tab
      - find 'Allow client to start games' (Near bottom, under 'OPTIONS' header)
      Should work now!
      Solution was in the README of the github repo, so maybe try there if you have any other issues
      NOTE: It does also mention that this setting should be disabled when you ship the game, it's just for development
      Hope that helps future people! :)

    • @martycarr1477
      @martycarr1477 3 ปีที่แล้ว

      @@andywithap5520 Thanks!

    • @mehmedcavas3069
      @mehmedcavas3069 2 ปีที่แล้ว

      @@andywithap5520 Dude thanks a lotttt!!!!!! u are the best

  • @sa3adman
    @sa3adman 2 ปีที่แล้ว +1

    Hello, i followed the tutorial and everything works fine, but when i build for webgl i get the websocket connected failed.. any idea ? thankyou

  • @vladislavmelnikov5452
    @vladislavmelnikov5452 4 ปีที่แล้ว +5

    Amazing, I was looking for this topic everywhere and thank you very much for making this for us, noobs)
    It would be really helpful to cover some titles like:
    - how many servers can we run?
    - players per server?
    - how to create and manage rooms on single server (or another solution)?
    Greetings from Russia!)

    • @DapperDinoCodingTutorials
      @DapperDinoCodingTutorials  4 ปีที่แล้ว +4

      I'll make a list of all the suggestions that people are giving so keep checking back for more tutorials :)

    • @vladislavmelnikov5452
      @vladislavmelnikov5452 4 ปีที่แล้ว

      @@DapperDinoCodingTutorials great, thank you) maybe someday we will see video about your own game dev progress, show us your real projects)

  • @rajdeepdas86
    @rajdeepdas86 3 ปีที่แล้ว +7

    Didn't work for me the first time. On PlayFab, one needs to go to title settings, click on the API Features tab and enable “Allow Client to Start Games”. That was unchecked for me by default.

    • @MTHunter777
      @MTHunter777 3 ปีที่แล้ว +1

      Thanks!

    • @g0m0rr
      @g0m0rr 3 ปีที่แล้ว +1

      OMG, Thanks for this comment !! :*

    • @tst2648
      @tst2648 2 ปีที่แล้ว

      Thank you, this needs to be higher!

  • @elliottk68va
    @elliottk68va 4 ปีที่แล้ว

    Thanks for the video. It showed me what direction to go. But I would be interested in seeing a few other things. Like how does Steam work into this? Is it even possible or is playfab just xbox? It would be nice to see the entire process. Nothing special. Just show something like what happens in PUBG if possible. Have four "cubes" (ie steam players) meet in a lobby and then get sent to the game server when the host presses Start Game. Finally with the four players (just some cubes for the demo, keep it super simple), get deposited in the wait screen for the countdown until the game starts and then placed into the actual game when the timer is up. Don't really need to see any game being played, just the process [Steam players join a team lobby > Go to game server pregame area > Get placed in game]. That would be awesome. I took your udemy course, very helpful. Thank you for taking your time to do these videos.

  • @PoboyMusic
    @PoboyMusic 2 ปีที่แล้ว

    holy shit playfab makes things really easy.

  • @Birdscolony211
    @Birdscolony211 2 หลายเดือนก่อน

    I am using netcode in my project to develop a multiplayer game so can i follow the same process displayed on the video ? And do i need to modify some thing in mg project ? ( i am a beginner)

  • @muhammadumair6306
    @muhammadumair6306 3 ปีที่แล้ว +2

    Hey Dapper, are there any plans for Mirror Multiplayer Tutorials with Playfab? Would be great. 😃

  • @dota2adsc653
    @dota2adsc653 2 ปีที่แล้ว

    Hello, I have a question, how can I make my server manage several different games because in each game there can only be 4 players at the same time?

  • @WaleedBinKhalid
    @WaleedBinKhalid 4 ปีที่แล้ว +5

    I am getting null in Console, I've double-checked the regions and status is also deployed on Playfab...
    Is there any way to check what went wrong?

    • @DapperDinoCodingTutorials
      @DapperDinoCodingTutorials  4 ปีที่แล้ว +6

      In the online dashboard, can you try going to your Title Settings and then to the API Features tab and enable "Allow client to start games". Let me know if that works for you

    • @WaleedBinKhalid
      @WaleedBinKhalid 4 ปีที่แล้ว +2

      ​@@DapperDinoCodingTutorials It worked, thanks!

    • @dankann.
      @dankann. 4 ปีที่แล้ว +1

      @Dapper Dino any other solution for this? Enabling "Allow client to start games" did not work for me

    • @IronMattGG
      @IronMattGG 4 ปีที่แล้ว +5

      @@dankann. Hey try to "Enable Server API" in the Playfab inspector tab in unity, it worked for me!

    • @isjesse1
      @isjesse1 3 ปีที่แล้ว

      @@DapperDinoCodingTutorials non of these work for me still get null

  • @akarsh9407
    @akarsh9407 3 ปีที่แล้ว +1

    Hi i am a noob just tell me will this server now be available on different devices with same game installed

  • @fabvison
    @fabvison ปีที่แล้ว

    Hello Dapper Dino, thanks a lot for that tutorial. I just finished your course on GameDeV TV : "Unity Multiplayer: Intermediate C# Coding & Networking", and I was wondering if both were compatible ? Can we use the PlayFab solution easily to replace the Steam connection proposed in the course ? Or does it ask to rewrhight the entire logic of the RTS ? Thanks in advance for your answer !

  • @diligencehumility6971
    @diligencehumility6971 ปีที่แล้ว

    How would you go about starting individual matches? If your game is like 5 vs 5, but you want to have maybe 100 matches running simultaneously, how would you do that?

  • @NarendraJha-q2k
    @NarendraJha-q2k ปีที่แล้ว +1

    How to integrate server if we are building for android?

  • @Rsudano
    @Rsudano 3 ปีที่แล้ว

    Great demonstration!

  • @antdx316
    @antdx316 2 ปีที่แล้ว

    so you have to create and setup "God" codes to be able to spawn and do things in the game and it will do them?

  • @resulbilkil8567
    @resulbilkil8567 2 ปีที่แล้ว

    Does this work for mobile multiplayer games?
    I have plan to use Photon Fusion with PlayFab Matchmaking System in Unity. Target Platforms are Android and iOS.

  • @suarvae9945
    @suarvae9945 4 ปีที่แล้ว +3

    I have watched this video atleast 27 times and it still gives me a null error. Did everything to the T. When I debug a logError under the null error, it tells me the api feature for client access is not enabled. I did that. Still get the same error. I give up on ...

    • @DapperDinoCodingTutorials
      @DapperDinoCodingTutorials  4 ปีที่แล้ว +3

      In the online dashboard, can you try going to your Title Settings and then to the API Features tab and enable "Allow client to start games". Let me know if that works for you

    • @suarvae9945
      @suarvae9945 4 ปีที่แล้ว +1

      @@DapperDinoCodingTutorials I had already done that , but I figured it out after a while though. Before exporting my server build, I had to log into my PlayFab account in the inspector and "enable server API" just for that build.

    • @sotofpv
      @sotofpv 4 ปีที่แล้ว

      @@suarvae9945 Did you by any chance get an unhealthy status on your server build on playfab? That is what I am getting, and on the client side I get the null issue as well

    • @suarvae9945
      @suarvae9945 4 ปีที่แล้ว

      @@sotofpv initially I did. You get that status when you type the start conmand wrong. You have to disregard the name of the zip file. So if you upload a zip file called "my server.zip" and that zip has "serverBuild/gameName.exe", don't include the name of the zip in your start conmand. Instead use C:Assets\serverBuild\gameName.exe

    • @direc3607
      @direc3607 3 ปีที่แล้ว +1

      @@suarvae9945 Thank you so much

  • @sumitcutevil9260
    @sumitcutevil9260 2 ปีที่แล้ว

    what to do if we need more than one room to connect but host in same host??

  • @RngGm
    @RngGm 2 ปีที่แล้ว +1

    is there any updated version?

  • @AdamCsDev
    @AdamCsDev 3 ปีที่แล้ว +1

    Hi, great video thank you :)
    I have one question
    1) If i use my own server arcitecture as a playfab server build, should i integrate the playfab server sdk?

  • @Septulum
    @Septulum 3 ปีที่แล้ว

    The current Playfab form for adding a new Build does not allow you to specify a port number, just a name. Any suggestions?

  • @Fifino35
    @Fifino35 3 ปีที่แล้ว

    Not sure if it's me, but the single core is not available by default, I had to enable it via quota change, but it gives me a non free warning "Av2 (1 core) is not eligible for complimentary evaluation core hours
    "
    Maybe Dapper is a premium user?

  • @leonard4
    @leonard4 4 ปีที่แล้ว

    Would love to see a Mirror List Server video, like how Valheim does their community server list.

  • @ryanisthewind
    @ryanisthewind 3 ปีที่แล้ว

    Awesome video, thank you so much.
    Just a question, is it affordable for games with lots of players? like games with millions of players?

  • @nightlifebartenders
    @nightlifebartenders 2 ปีที่แล้ว

    Great video! Question: Do you have to pay for multiplyer?

  • @kken8766
    @kken8766 3 ปีที่แล้ว +2

    thank you for this video. perfect timing too. I'm concern about the pricing of playfab, would you happen to have some real-life example on the pricing. Let say if the game has 100 people in it, how should I estimate the computed hour from playfab?

  • @MsDakota7
    @MsDakota7 3 ปีที่แล้ว

    Bit of a shame you did not convert your current project to playfab. I was quite curious about achieving just that. Luckily enough I have been watching these videos prior to starting any development for multiplayer so no time wasted.

  • @rafalwilczek2301
    @rafalwilczek2301 3 ปีที่แล้ว +1

    Great Work. Would also be interested in match making/lobbys/catalogs/etc...

  • @freddysome9361
    @freddysome9361 4 ปีที่แล้ว

    Awesome video!! I am making a game like rust with photon, do you think it is the best way to make persistant servers? Like server that can be running even if the are no body on the server.This kind of servers can keep the items, buildings and server state?

  • @auaukiko.oficial
    @auaukiko.oficial 4 ปีที่แล้ว +1

    So the course I paid for in Udemy is on youtube?

  • @じりすけ
    @じりすけ 3 ปีที่แล้ว +1

    Thanks to this tutorial, I was able to communicate on a specialized server.
    But there is a big problem. Player movements are out of sync after player spawning.
    Please let me know if there is a solution.

    • @dcbayro6073
      @dcbayro6073 ปีที่แล้ว

      Hi dude. It's kinda late but could you find the solution in that time? Because my players don't move together too. Players only move in their client sides :/

  • @channeltrash6257
    @channeltrash6257 2 ปีที่แล้ว

    4:44 how can i add server build for android in build settings?

  • @FirebreathingGamesOG
    @FirebreathingGamesOG 2 ปีที่แล้ว

    We currently have a single player game that is working on both Windows and mac, but are very interested in setting it up for multiplayer. the question seems silly, but can you deploy a single player game to a remote server like prefab and allow people to play the single player build? there is currently no networking code in the game, but would be very interested in adding these libraries if this was possible.

  • @MrAnko97
    @MrAnko97 3 ปีที่แล้ว +1

    Would be great if you can make video with updated version

  • @FM_GOBi
    @FM_GOBi 4 ปีที่แล้ว +1

    Hey
    Dapper Dino, is it possible to serialize Interfaces in Unity now days?

  • @nuzululrendresubagio88
    @nuzululrendresubagio88 3 ปีที่แล้ว +1

    when i deployed the build, playfab says unhealthy on build status. anyone can help me?

  • @kolixq
    @kolixq 3 ปีที่แล้ว +1

    I can’t login with my Microsoft account through the PlayFabEditor Extension.

  • @ViralVideosGG
    @ViralVideosGG 2 ปีที่แล้ว

    Hey, I followed the tutorial and everything works fine except the fact that clients disconnect automatically after a certain amount of time... Any ideas how to fix that?

  • @nkbdl
    @nkbdl 4 ปีที่แล้ว

    So to clarify, say if we made a game in mirror, we have to first depoly one build as server build, then another for say Google Play? They are exactly the same except one is a "server build" while the other isn't?

  • @akuno_
    @akuno_ หลายเดือนก่อน

    Legend! Thank you

  • @tomchenzion8959
    @tomchenzion8959 3 ปีที่แล้ว

    so if I want to develop a multiplayer for android, I should tick the "server build" and than for the client, switch platforms and untick "server build"? or am I way off?
    Thank you for this keep them coming :]

  • @darkeunfanghey358
    @darkeunfanghey358 4 ปีที่แล้ว

    Hi I am confused about the server and client topology in this case. If I pass my download files for the game to other people, they can host their own server and allow other people to connect for a game. Why then do we need a dedicated server instance then? If we do need it how does the topology work?
    1. Is it player-hosted server --> connects to dedicated server to get their host server on the dedicated server.
    2. Then, other players connects to player-hosted server via dedicated server to join the game?

  • @wallacehorta
    @wallacehorta 3 ปีที่แล้ว +1

    Hello! I hope you can help me. I followed all steps but when I hit login (with Ip address and Port) I get a "network_connect failed: ETIMEDOUT" - Assets/Apathy/Scripts/Client.cs:173, and "network_close client failed: ENOTSOCK" - /Assets/Apathy/Scripts/Client.cs:290. Thank you very much, I appreciate your videos, they are amazing!

    • @장원형-h1i
      @장원형-h1i 3 ปีที่แล้ว

      We had the same issue.
      Is there a solution?

    • @isacmartinez
      @isacmartinez 2 ปีที่แล้ว

      Same Issue here and can't solve it :/

    • @장원형-h1i
      @장원형-h1i 2 ปีที่แล้ว +1

      @@isacmartinez tcp udp check!

  • @ertugrulakbas7553
    @ertugrulakbas7553 3 ปีที่แล้ว

    Is there any performance penalty or disadvantage to build for Linux and use Linux as a Virtual Machine OS when uploading the build to Playfab? It seems that there are price differences between os in paid plans.

  • @ProfessionalMTGThrower
    @ProfessionalMTGThrower 3 ปีที่แล้ว

    whenever I click on the virtual machines as an option, it just goes to a white screen. Any solutions?

  • @talhaagha7155
    @talhaagha7155 4 ปีที่แล้ว

    This was perfect but please make one on how to create rooms using playfab dedicated server and mirror

  • @lukefain4261
    @lukefain4261 3 ปีที่แล้ว

    When looking at the servers from the PlayFab Game Manager, it always says Player count is zero on the active server and if I run ListMultiplayerServers in cloudscript, the player list is empty. Anyone know what's going on? Markus Schloder commented below that there might be a problem when adding clients serverside.

  • @Foxtrotalphapapamike
    @Foxtrotalphapapamike 4 ปีที่แล้ว

    question. If i want to not be disconnected by time, i mean the got the server running 24/7 what i should change?

  • @tzuriteshuba2704
    @tzuriteshuba2704 3 ปีที่แล้ว +5

    Tweaks for applying to your own Game:
    (ignore the order of the tweaks, its not a step by step kind of thing)
    0) Add the following gamobjects to your scene and add the components that they have in the example project, including inspector values:
    CONFIGURATION, ClientStartUp, ServerStartUp, Canvas
    1) Delete UnityNetworkServer file (and dont create a gameObject for it). also delete the class field unityNetworkserver in serverStartUp. replace its references with networkManager instead.
    the 2 addListenner lines inServerStartup can be removed (or probably replaced with networkmanager.OnServerAddPlayer, didnt try it though)
    - thanks to Derek Decramer's comment
    2) if preferred regions expects a string list and you recieve an error, change PreferredRegions field in PlayFabMultiplayerModels to List (yes, change their code)
    3) if using Kcp transport (instead of telepathy), configure azure build with UDP (not TCP)
    4) in playfab website / your game / settings (gear icon at top right) / title settings / api features , check the box "Allow client to start games"
    5) remove references to apathyTransport in ClientStartUp if not using it
    6) in ExampleNetworkAuthenticator, remove the parameter for OnClientAuthenticate (might be able to delete whole file, not sure if necesary)
    7) subscribe to Dapper Dino's channel, he's doing a lot for us

    • @MaydanV9
      @MaydanV9 3 ปีที่แล้ว +1

      @Dapper Dino this should be pinned as for now it helps working with newer versions of PlayFab. And thank you @Tzuri Teshuba for this, it helped me resolving lot of problems.

    • @tzuriteshuba2704
      @tzuriteshuba2704 3 ปีที่แล้ว

      @@MaydanV9 no problem, happy it helped!

  • @markusschloder7927
    @markusschloder7927 4 ปีที่แล้ว +1

    Hey i tried your example. Almost everything works fine, but the Playercount in Playfab -> Server always shows 0. Also i tried to use the matchmaking-system. As a result i get back the IP + port. if i connect then, the cube(s) won't get synchronized. It seems that playfab allocates the server correctly as i saw it in the gamelogs. Has anyone similar problems?

    • @markusschloder7927
      @markusschloder7927 4 ปีที่แล้ว +1

      It seems to be fixed by using the newest version of mirror

    • @berkunal390
      @berkunal390 3 ปีที่แล้ว

      @@markusschloder7927 Hi, I'm having this exact problem. I tried to update the mirror build but then it pops up tons of errors from the example project scripts. Can you please show me how to fix it?

  • @ChadGatling
    @ChadGatling 2 ปีที่แล้ว +1

    I followed this with my own game and my server is always unhealthy. I can connect to the server build on local network but the Playfab server doesn't run it right.

    • @tuanoful
      @tuanoful 2 ปีที่แล้ว

      Same here, did you find a solution?

    • @ChadGatling
      @ChadGatling 2 ปีที่แล้ว +1

      @@tuanoful make sure you have the path right

  • @analogupstudiosltd784
    @analogupstudiosltd784 3 ปีที่แล้ว

    Is there no way to assign a psudo-dynamic IP at runtime or do you need to consistently assign these per deployment?

  • @mohamedhazeem411
    @mohamedhazeem411 4 ปีที่แล้ว +1

    Very nice man!

  • @sotofpv
    @sotofpv 4 ปีที่แล้ว +2

    Im getting a build Status of unhealthy, I've tried a few different things but no luck, any ideas?

    • @SYB-VidArt
      @SYB-VidArt 3 ปีที่แล้ว

      same here and i have no clue ugh

  • @DavidZobristGames
    @DavidZobristGames 3 ปีที่แล้ว

    Matchmaking with automatically spinning on and off Servers on demand, is a mystery to me. Can u please cover this as well.

  • @cjon7982
    @cjon7982 4 ปีที่แล้ว

    Would this be able to do the following?: A player could decide to create a persistent room and only share that room with a few people (maybe no more than about 12?) And this room would be available at anytime for all invited players in that they could log in and out at different times independently of one another but the room will remain at all times regardless of who is logged in. The original player may want to create a second/third/etc persistent room with a different set of players as well. Would this setup work for this style of game and would it be easily scalable?

  • @kolixq
    @kolixq 3 ปีที่แล้ว

    Omg I love you.
    Thank you so much, Dino.

  • @VVLGK
    @VVLGK 3 ปีที่แล้ว

    Sounds working for me. And I am UE dev. Figuring out to get IP address for mine

  • @YeahThatGuy7
    @YeahThatGuy7 3 ปีที่แล้ว

    Can you explain their pricing in term of CCU? I dont understand their pricing model since it explains itself through reads and writes (new to networking)

  • @Uzabi
    @Uzabi 3 ปีที่แล้ว

    hm does the server runs all the gameplay logic? Can players cheat or is it not possible?

  • @ArunSaxena-g4z
    @ArunSaxena-g4z 7 หลายเดือนก่อน

    i changed configuration to remote server, but when deploying build on playfab it always give unhealthy status

  • @infinitychaos8016
    @infinitychaos8016 2 ปีที่แล้ว +1

    i would like to see some realtime movement bruhh, also thanks for your videos

  • @snipe_irl
    @snipe_irl 3 ปีที่แล้ว +1

    This guide is outdated and the github project doesn't work together with the recent version of mirror.
    Maybe this library could be setup that a game is not built on top of the networking solution, but the networking solution can be built on top of an existing game?
    Still informative!

  • @chanhaoen62
    @chanhaoen62 3 ปีที่แล้ว +2

    Just want to point out that the version of playfab used in this video (and the example) and the version of mirror is very old, so while the project works by itself, please be aware that updating either framework will cause the entire thing to break. @Dapper Dino, will you consider refreshing this tutorial at some point?

    • @ArmanNobari
      @ArmanNobari 2 ปีที่แล้ว

      My hunch is that this is rooted in Mirror's changes, which affected the Network Manager class. Things like OnServerconnect(NetworkConnection conn) need to be updated so that "NetworkConnection conn" becomes "NetworkConnectionToClient conn".

  • @analogupstudiosltd784
    @analogupstudiosltd784 3 ปีที่แล้ว

    Do you know whether playfab has a dedicated ACS [anti-cheat system] in place that watches and regulates client end server attacks like DDoS and latency switch?

  • @nelsonkenmochi9353
    @nelsonkenmochi9353 4 ปีที่แล้ว

    Dapper, if I create a room based game, I'll create one server for each matchmaking room or I can manage this with just one server like Photon do?

  • @FrankfurtAmo
    @FrankfurtAmo ปีที่แล้ว

    When i connect with remote client. Each client activates 1 more server. When i connect with 3 clients then 3 servers are made active. Anyone know why?
    But they all connect to each other and playing together. I dont kmow why so many servers are made active.
    In playfab i need 3 servers for 3 players.. pls help

  • @internalreadonlyvoid5283
    @internalreadonlyvoid5283 4 ปีที่แล้ว +1

    new question: how to create a room with a timer, after which, if you do not have time to leave this room, you "die"?

  • @AlexMurio
    @AlexMurio 2 ปีที่แล้ว

    Thank you very much!

  • @yudanaim6849
    @yudanaim6849 4 ปีที่แล้ว

    Cool vand amazing
    The one thing im currently struggling with is when you put pov camera on the player you see the host camera not the client. How do we sole it. Say host is a sphere and client a cube

    • @suarvae9945
      @suarvae9945 4 ปีที่แล้ว

      Did you find a solution? You have to check if the camera is on "local player" then run "else" destroy on the camera if not .

  • @cameroncheney8804
    @cameroncheney8804 3 ปีที่แล้ว +1

    When I go to make a build, and you choose Standard A1 v2 (1 core) its not there. It looks completely different for me. There are not "Standard" things, and the minimum core is 2 cores. Can anyone help?

    • @angeldejesussanchezromero9985
      @angeldejesussanchezromero9985 3 ปีที่แล้ว

      I have the same problem, what did you do?

    • @angeldejesussanchezromero9985
      @angeldejesussanchezromero9985 3 ปีที่แล้ว

      I don't know if it's also free

    • @cameroncheney8804
      @cameroncheney8804 3 ปีที่แล้ว +1

      @@angeldejesussanchezromero9985 So I haven't worked on that for a little bit because people haven't been responding with answers too much. I chose the minimum of 2 cores, and it seems to have worked fine. Now, for the free aspect, I don't want anyone else making the same mistake I did, which was accidentally leaving the server on for too long. It started costing me after a few weeks. So basically if you haven't figured out how to have the server turn itself off you can manually by going to the build you have, clicking edit, going to regions, and make servers and standby set to 0, instead of 1.

    • @angeldejesussanchezromero9985
      @angeldejesussanchezromero9985 3 ปีที่แล้ว +1

      @@cameroncheney8804 Wow thanks, it's working now by setting them to 0

    • @cameroncheney8804
      @cameroncheney8804 3 ปีที่แล้ว

      @@angeldejesussanchezromero9985 Your welcome!

  • @usmanarshad855
    @usmanarshad855 3 ปีที่แล้ว

    Hey man really apricate your work, can you make a video about playfab and MLApi.

  • @arieswiraprasetya6467
    @arieswiraprasetya6467 4 ปีที่แล้ว +1

    what do you use for the networking in the video?

    • @DapperDinoCodingTutorials
      @DapperDinoCodingTutorials  4 ปีที่แล้ว +1

      I'm currently using Mirror Multiplayer Networking: mirror-networking.com/docs/

    • @arieswiraprasetya6467
      @arieswiraprasetya6467 4 ปีที่แล้ว

      @@DapperDinoCodingTutorials do you have a tutorial of how to make client-server model using photonengine?

  • @7866282
    @7866282 3 ปีที่แล้ว

    what if it says Status "UNhealthy"?? I followed all steps but it doesn't appears as "Deployed" but "Unhealthy"...

  • @mouradeid5457
    @mouradeid5457 4 ปีที่แล้ว +1

    Thank you so much this is very useful, but I'm a little bit confused... how can I connect this to the game I made with mirror :/ I feel that it's a stupid question but I'm really confused

    • @DapperDinoCodingTutorials
      @DapperDinoCodingTutorials  4 ปีที่แล้ว +5

      You can try taking the project that I used and take what you need from there to put into your own game (I'll be trying to do this myself soon and will make a video about it)

    • @akarsh9407
      @akarsh9407 3 ปีที่แล้ว

      @@DapperDinoCodingTutorials 5 months and u didnt make that video ;(

    • @evilkgaming2653
      @evilkgaming2653 3 ปีที่แล้ว

      @@akarsh9407 Yes , we need to know how , please !

    • @evilkgaming2653
      @evilkgaming2653 3 ปีที่แล้ว

      @@DapperDinoCodingTutorials PLease , we wait for this video , i can donate even if necessary

  • @rabsfeir
    @rabsfeir 3 ปีที่แล้ว

    Hi,
    If possible to make video be on how to publish a unity multiplayer game using mirror for webgl deployment. Been searching for days. If any video is currently available would appreciate pointing it out.
    Thank you