I'm evaluating self-hosted Photon Server for my Unity project, and have a few general questions:
1) I don't really see how to launch additional Game Servers with LoadBalancing (MyCloud). Is there documentation or a tutorial that covers how this works?
2) The docs say to "delete the /deploy/LoadBalancing/GameServer2 directory", but there isn't one. Are the docs out of date?
3) The docs say "you should not host 2 Game Server applications on one server", but will this take advantage of all of the CPU cores when using Unity? I'm used to having to launch multiple Unity servers on a single machine in order to make use of multiple CPU cores.
4) When I launch the TestClient, I see 5 or 6 warnings "OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting...". Is this expected because it's trying to join the room before creating it, or should that not be showing up?
5) Am I still limited to "500 messages per second and room" when self-hosting, or is that only for Photon cloud?
Thanks for any help!
1) I don't really see how to launch additional Game Servers with LoadBalancing (MyCloud). Is there documentation or a tutorial that covers how this works?
2) The docs say to "delete the /deploy/LoadBalancing/GameServer2 directory", but there isn't one. Are the docs out of date?
3) The docs say "you should not host 2 Game Server applications on one server", but will this take advantage of all of the CPU cores when using Unity? I'm used to having to launch multiple Unity servers on a single machine in order to make use of multiple CPU cores.
4) When I launch the TestClient, I see 5 or 6 warnings "OnOperationReturn: JoinGame failed: ReturnCode: 32758 (Game does not exists). Disconnecting...". Is this expected because it's trying to join the room before creating it, or should that not be showing up?
5) Am I still limited to "500 messages per second and room" when self-hosting, or is that only for Photon cloud?
Thanks for any help!