Documentation

Multiplayer Services SDK

All Services

Multiplayer Services SDK

Relay limitations

Understand the constraints and boundaries of the Relay service.
Read time 1 minuteLast updated 15 hours ago

The underlying Relay service within the Multiplayer Services SDK has the following limitations:
  • Relay is engine agnostic. If you use Relay with Unity, the recommended best practice is to use the Multiplayer Services SDK. Use
    SessionOptions
    with
    WithRelayNetwork
    to configure a session to use Relay networking.
  • Players can only connect with other players within the same session.
  • Currently, there's no region-locking functionality; anyone can request an allocation in any region if the region has enough capacity to support the request.
  • The Relay service routes all communication through a single region selected by the host. As a result, cross-region communication might not offer optimal latency.
  • A maximum of 150 players can join the host in the same session. Not all game types will scale to that high amount of players without the use of a dedicated game server. Carefully consider the impact on the host player when attempting high player count sessions with Relay. This limit's aligned with the maximum number of players allowed in a Lobby.

WebGL limitations

The Multiplayer SDK supports the WebGL target, however, User Datagram Protocol isn't supported for this platform, consequently, Quality of service isn't available, neither is the Datagram Transport Layer Security encryption protocol for Relay. Broader limitations remain, even those unrelated to the Multiplayer Services SDK, such as restrictions on multithreading including the use of
Task.Delay
.