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Multiplayer Services SDK

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Multiplayer Services SDK

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Multiplayer
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Multiplayer Services SDK
  • Overview
  • Get started
  • Use multiplayer sessions
  • Manage sessions
  • Connect players through a relay
    • Relay servers
    • Players
    • Relay integrations
    • Fair usage
    • Limitations
  • Networking
  • Matchmaking
  • Monitor and debug sessions
  • Tutorials
  • Reference
  1. Multiplayer Services SDK

Relay limitations

Understand the constraints and boundaries of the Relay service.
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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.

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