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Unity matchmaking

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This guide provides an end-to-end collection of the resources and information you'll need to develop a Universal Windows Platform UWP game. When you create a Windows 10 game, you have the opportunity to reach millions of players worldwide across phone, PC, and Xbox One. This guide provides an end-to-end collection of information and resources that will help you as you develop your game. The sections are organized according to the stages of game development, so you'll know where to look for information when you need it. If you're new to developing games on Windows or Xbox, the Getting Started guide may be where you want to start off. The Game development resources section also provides a high-level survey of documentation, programs, and other resources that are helpful when creating a game.
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Matchmaking Guide

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Dedicated Game Server Hosting from Multiplay | Unity Multiplayer Services

You can use Steamworks. NET with Unity or non-Unity based. NET projects. Utilizing Steamworks Stats and Achievements API provides an easy and effective method of storing persistent gameplay stats and roaming Achievements. Steamworks provides an excellent set of tools for multiplayer Matchmaking perfect for both server based and lobby oriented games. A networking abstraction layer is provided to take the difficult logistics of sending data over the internet. Never worry about connectivity issues caused by things like port-fowarding ever again!
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Game server hosting from Multiplay

Update [11th April ] : As promised, we have been following closely, and building our new Connected Games solution, alongside your feedback. Read on to find out more, including on our decision to extend UNet LLAPI critical support for an additional year from the original plan. Post here in the Connected Games sticky posts.
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Many multiplayer games can use the Network Manager A Networking component that manages the network state of a project. More info See in Glossary to manage connections, but you can also use the lower-level NetworkServer and NetworkClient classes directly. Each participant in a multiplayer game can be a client, a dedicated server, or a combination of server and client at the same time. This combination role is the common case of a multiplayer game with no dedicated server. For multiplayer games with no dedicated server, one of the players running the game acts as the server for that game.
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