UNSOLVED Master Client to Dedicated/Authoritative Server
I would like to change this game from a master client networking solution to a dedicated/authoritative server.
I would greatly appreciate any advice on how to approach this.
Also, if anyone is up for the challenge, I would be happy to pay you to do it.
may I ask what networking provider you are using - Mirror or Photon?
In case it's Mirror, currently there is no immediate solution but a similar post regarding dedicated servers:
Thank you for your response. I'm agnostic to Mirror or Photon, I can choose whichever is easiest to get a dedicated server for this game.
Thank you for the link to the other forum post. It seems that the other user did not end up implementing it, but it gave some insight.
In the other thread you asked about the use case for dedicated server. For me, I'm making an app that hosts multiplayer competitive games, with some leaderboards, etc. so winning will be incentivized. To make competitive games, dedicated servers are pretty much required for anti cheat. It also improves latency for the players.
You're right, a real competitive game would require running a dedicated server for processing all of the game logic, not having one master client create and end a game as it is now. Depending on where the server is located and what it is processing, it could improve - or add to the latency. For example, having all movement input sent to the server and then back to all clients for interpolation maybe makes it not visible for remote players, but the local player will notice a slight input delay.
A dedicated server build was out of scope for the asset until now, considering its learning/tutorial and pricing aspect. I am monitoring feature requests in all sections and with the Unity MLAPI networking getting out of production at some point, I might reinvestigate this.
@baron Awesome, let me know! I'll be the first in line for that :)