Porting from client-hosted to Dedicated Game Server (DGS)
Learn how to port your game from a client-hosted architecture to a Dedicated Game Server (DGS) architecture. This section provides guidance on the differences between client-hosted and DGS, the changes you need to make in your game, and considerations for hosting.
You might have started developing your game with client-hosted in mind but then realized it wasn’t giving you the performance, reliability, or security you wanted. There are multiple reasons for choosing both a dedicated game server (DGS) solution and a client-hosted solution. This section provides guidance around switching from a client-hosted game to a dedicated-server game in Unity using Netcode for GameObjects (NGO).
There are two distinct meanings of the word “host” that you must take care not to confuse: the NGO host and the hardware host.
- The NGO host is where both a client and a server run simultaneously. The hosting provider (the hardware host) runs your Unity server build.
- The hardware host (virtual or bare-metal) runs your Unity server build in a data center or hosting provider.
Topic | Description |
---|---|
Client-hosted vs DGS-hosted | Understand the key differences between client-hosted and DGS architectures, and learn how to adapt your game accordingly. |
Game changes | A list of changes you need to make in your game when porting to DGS. |
Optimizing server builds | Tips and tricks for optimizing your server builds to improve performance and reduce resource usage. |
Hosting considerations | Important considerations for hosting your DGS, including server configuration, network settings, and deployment strategies. |