FAQ

Frequently Asked Questions

uMMORPG Editions

  • What is the difference between uMMORPG Classic and uMMORPG Components Edition?
    • Classic: god classes (Player.cs etc.) & NavMesh movement.
    • Components Edition: components (PlayerEquipment.cs etc.) & NavMesh/CharacterController movement.
      • Note: Components Edition also comes with a few new experimental features like ScriptableBrains. Those might be ported to Classic later too.
  • Why are there different uMMORPG Editions? MMORPG architecture is a well kept secret with most MMO engines being developed behind closed doors. I started uMMORPG Classic with the god class architecture, and I still love it. Then I made uMMORPG Components Edition which is split into smaller components (the Unity way) and I love this one too. The goal was never to replace uMMORPG Classic. It’s about having another option. I like both and I will keep supporting both. You decide which one you want for your game. And besides, I really enjoy working on MMO Engines and trying different approaches.
  • Which Edition should I use? I like both editions. Components Edition is the only one that supports different movement types like Character Controller movement. So you should probably base your decision on the type of movement you want in your game. If you want the typical WASD/Jumping movement like in WoW, then use the Components Edition. If you are fine with click-to-move like many of early MMOs had, then you can pick either edition.
  • Will uMMORPG Classic keep getting updates? Of course. Both versions will exist alongside each other.
  • When will uMMORPG Components Edition be available? The code is 100% finished, I am just waiting for new 3D models and animations which are needed for the new CharacterController movement. I hope around christmas.
  • Will there be a uMMORPG Components Edition preview / early access? Maybe. It depends on one contract that I have to figure out first.
  • Will there be a discount for uMMORPG Classic customers that want to try uMMORPG Components Edition? Yes.
  • Why do I have to pay for Components Edition again if I already have the Classic Edition? There are two very simple reasons:
    1. Updating Classic to Components as one Asset would break 100% of the existing projects and people wouldn’t receive any more bug fixes / maintenance for Classic. That’s just not an option.
    2. It helps me keep the lights on around here. That’s going to be useful in the long run, where people can expect 5-10 more years of updates for uMMORPG easily.
  • Will uMMORPG Components Edition be more expensive than Classic? Both Classic and Components Edition will get a significant price increase soon, but probably cost the same in the end.
  • What about uMMORPG 2D? uMMORPG 2D still uses the classic god class design. It will get a components version later. It will keep NavMesh movement forever because CharacterController movement is only useful in 3D, so having a components version is not that urgent.
  • Why go through all the trouble of making two different Editions? I really want to make my dream game with uMMORPG, and I plan to run it for 5-10 years at least. That’s a long time, and I want my game to have the perfect architecture from day one. That’s why I researched both editions.

Sales and Pricing

  • When will uMMORPG be on sale again? The Unity Asset Store team decides when and for how long an asset goes on sale. A publishers can only fill out a sales application and hope for the best. In other words, uMMORPG is usually on a sale at least once a year, but we can’t directly influence when.
  • Is there a special price for students? There is no discount option in the Asset Store publisher panel, so there is nothing that we can do, sorry. You would have to wait for a sale.
  • Does uMMORPG require one license per seat? Unity makes that decisions for every asset. As of now, only Editor Extension Assets are one license per seat, not Complete Projects like uMMORPG. If you are running a successful business with lots developers, we would still greatly appreciate if you purchase more than one licenses to support uMMORPG development.

Networking

  • Since uMMORPG uses Mirror, do I have to pay for any monthly costs like Unity’s Multiplayer Services? You don’t. uMMORPG is a one time purchase. You can host it where ever you want, of course the hoster usually wants a small monthly fee for their services. You could even use a free ‘f1-micro’ instance on Google Cloud early on.
  • How many players can uMMORPG handle? Around 1000. We ran a worst-case(!) test recently with 500 CCU and all the players standing next to each other, everyone broadcasting to everyone else. This worked fine. It’s safe to assume that a 500 players worst case test means around 750-1000 players in a real world scenario where players are spread across the game world. Of course, that’s just an assumption and we plan to do a 1000 CCU community test soon. It’s just a bit difficult to get that many people together for a test.
  • What about UNET? UNET is Unity’s old networking system. We forked it as ‘Mirror‘ and applied thousands of bug fixes and improvements. We don’t depend on UNET at all anymore. We are 100% in control.
  • Does uMMORPG support multiple zones/server instances? Yes, I developed a NetworkZones addon. It’s still experimental and can be found in our Discord’s verified channels.

Mobile

  • Does uMMORPG run on iOS / Android? Absolutely! It’s probably a good idea to host the server on a dedicated machine on the internet and only let the client run on mobile. Also note that the Canvas has a CanvasScaler component that could be useful if the UI is too big or too small on your mobile device.

Database

  • Why SQLITE? There are two reasons why uMMORPG uses SQLite. First of all, it works out of the box, there is no need for any sql server setup and configurations. Secondly, it’s very easy to convert the database to MYSQL in case we need it later.
  • What if I want MYSQL? Check out the uMMORPG Community Addons, there is already one for MYSQL and it’s free!

Security

  • If Server & Client are one project, how can we hide server code on the client? First of all, it’s important to understand that having server code available on the client doesn’t make it insecure. One of the best examples is the Linux operating system – it’s fully open source and safely used for the majority of servers around the world. If you still want to hide those 5% code that are server-only, you could use C#’s macros to wrap all [Command]s like #if !HIDE_SERVER … #endif.

Integrations

  • Does uMMORPG work with UMA? Yes, but not out of the box. Several community members posted their UMA integrations before, so it’s definitely possible.
  • Does uMMORPG work with PlayMaker? PlayMaker is for very simple games, you probably won’t get around learning Mirror and C# if you want to add more features to uMMORPG.
  • Does uMMORPG work with [Asset Name]? uMMORPG sits on top of Mirror, so any asset that you want to use will have to work with Mirror as well, unless it’s a client sided effect like sounds or a new UI.

Other

  • Is there a Roadmap to see what’s planned for the future? There is no roadmap, I love MMORPG development and simply work on whatever feature interests me the most.
  • Is Unity suitable for an MMORPG? Absolutely. We have to keep in mind that just the rendering part would be a full time job for a single developer. The only way to make an Indie MMORPG in a reasonable amount of time is to use a game engine. Unity has the biggest game engine market share, and that is for a reason.
  • Can I make an MMORPG with uMMORPG without writing any code? Yes, uMMORPG focuses on the core features. You can make an interesting game by adding great art for your specific idea. There are a lot more features to come in the future and you can use all of them without writing any code. If you want a custom feature, then you will need to write code or hire someone that does it for you.