文档

​
​

Development

User Acquisition

Monetization

工业

Multiplayer Services SDK

All Services

Multiplayer Services SDK

此页面不支持所选语言。
Multiplayer
​
​
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.
阅读时间1 分钟
最后更新于 3 天前

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.

Copyright © 2026 Unity Technologies
法律信息隐私政策CookiesDocumentation Terms of Use请勿出售或分享我的个人信息您的隐私选择(Cookie 设置)

“Unity”、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属公司在美国和其他地方的商标或注册商标(此处查看更多信息)。其他名称或品牌是其各自所有者的商标。

为方便起见,一些页面是机器翻译的,可能包含不准确的内容。如有信息不一致的情况,以英文版本为准。


    报告此页面的问题