There are no special techniques involved in the build process. As long as you build the player with a Cluster-enabled Editor, the player will have the Cluster-enabled features.
Distribute a copy of the player to the Master Node machine, and each of the Client Node machines. It is highly recommended to use the same player files all the time to ensure the simulation will not vary. Prepare a batch file for each node to launch the application with the following command line arguments.
These arguments trigger the player to run in Unity Cluster mode:
-server <number of clients> *:<pubport> *:* <timeout>
-client <index> <masterip>:<pubport> <clientip>:<clientport> <timeout>
This run this application as one of the client nodes in the cluster network.
indexis the node index for this client in the network. Each Client Node should be assigned a unique index. The index normally relates to the node’s position in the display grid.
masteripis the IP address of the Master Node machine. Do not use localhost, it will not resolve correctly.
clientportis the IP address and port of the client machine. Use * for both for auto assignment, which is usually the case.
pubporthas to be identical to Master Node’s setup.
timeoutis optional. It can be used to tell the clients how long to wait for server’s signal before it assumes it has been disconnected from the network.
|-force-opengl (windows only)||Make the editor use OpenGL for rendering, even if Direct3D is available. Normally Direct3D is used but OpenGL is used if Direct3D 9.0c is not available.|
|-logFile <pathname>||Specify where the Editor or Windows/Linux standalone log file will be written. Handy when user test the cluster rendering locally.|
You can test cluster rendering by running multiple instances of your project on a single machine, launching each with the appropriate command line arguments as shown above.