PUN Classic (v1), Bolt는 휴업 모드입니다. Unity2022에 대해서는 PUN 2에서 서포트하지만, 신기능의 추가는 없습니다. 현재 이용중인 고객님의 PUN 및 Bolt 프로젝트는 중단되지 않고, 퍼포먼스나 성능이 떨어지는 일도 없습니다. 앞으로의 새로운 프로젝트에는 Photon Fusion 또는 Quantum을 사용해 주십시오.

Overview

Hosting with PlayFab (Servers 2.0)

In this tutorial is explained how to deploy a Headless Game Server using Photon Bolt SDK in the hosting servers provided by PlayFab.
The service is called PlayFab Multiplayer Servers 2.0 (Thunderhead) and provides to the developer the option to operate a dynamically scaling pool of custom game servers in Azure.

There are three key concepts to PlayFab multiplayer servers:

  • Game server executable: This is the application that you are running in Azure. In our case, that will be our Game Server binary that will be executed by the PlayFab container.
  • Build: This is the game server executable, packaged with assets and certificates needed to run the game, in other words, a zip that will be uploaded to the PlayFab server in order to package our Game Server into a working image.
  • Game server: A container running your game server executable. There may be multiple servers running on a single virtual machine.

You can read more about how the service works and other details here.

This tutorial assumes that you already have knowledge about how Bolt works and have a working game with a Game Server and Game Client working.
If this is not the case, please follow the Getting Started Tutorial (link) and the Advanced Tutorial (link).

Integrating between PlayFab and Photon Bolt require some steps, which includes setup and conding.
In the next chapters we will explain:

  1. How to Setup your PlayFab Game Title
  2. How to Integrate the PlayFab SDK into a Bolt Project
  3. How the Bolt + PlayFab integration works
  4. How to deploy the Bolt Game Server and Play!
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