The concept of Cloud Compute is quite simple: code that runs in the cloud. Rather than game clients processing large or often security-focused pieces of your game, that logic can be delegated to the server in the form of a Microservice.
Many pieces of your game should not be directly accessible to the user's device. For example, let's say your game gives players rewards based on their performance in a game. Calculating the reward the player should get on the player's device itself could introduce cheating, as a hacker could simply tell the game which reward they should get and the client would have no way of validating its correctness.
However, running this logic in the server prevents the client from having influence over the logic. In addition, the server has access to the stats database, as well as data from other players.
One particular advantage of hosting functions in the server is the ability to update functions live. Since the code on the user's device does not need to change, the game maker can update a Microservice without needing to push a new client update. During testing, this can be particularly advantageous since the game running in the Unity editor won't need to be restarted to test a newly updated Microservice.
|Microservices||Create and deploy your own code which we host. This feature eliminates the need to build, run, and scale a game server. Game makers can create server-authoritative logic in C# inside the Unity editor.|
Updated about 1 month ago