UnityGame/Library/PackageCache/com.unity.multiplayer.center/Editor/Questionnaire/Questionnaire.questionnaire

418 lines
13 KiB
Plaintext
Raw Normal View History

2024-10-27 10:53:47 +03:00
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &1
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: c3677cd9ede84e78b2fff6331c6301da, type: 3}
m_Name: Questionnaire
m_EditorClassIdentifier: Unity.Multiplayer.Center.Questionnaire.QuestionnaireObject
Questionnaire:
FormatVersion: 1.0.0
Version: 1.3
Questions:
- Id: PlayerCount
Title: Number of Players per Session
Description: The number of expected players in a session influences the Netcode
stack and the hosting model.
GlobalWeight: 1
ViewType: 3
Choices:
- Id: 2
Title: 2
Description:
ScoreImpacts:
- Solution: 0
Score: 0.7
Comment: can be used for 2 player games
- Solution: 2
Score: 0.8
Comment: is possible with 2 players
- Solution: 4
Score: 0.2
Comment: can handle 2 players
- Id: 4
Title: 4
Description:
ScoreImpacts:
- Solution: 0
Score: 0.7
Comment: can be used for 4 player games
- Solution: 2
Score: 0.7
Comment: is possible with 4 players
- Solution: 4
Score: 0.2
Comment: can handle 4 players
- Id: 8
Title: 8
Description:
ScoreImpacts:
- Solution: 0
Score: 0.7
Comment: can be used for 8 player games
- Solution: 4
Score: 0.2
Comment: can handle 8 players
- Solution: 2
Score: 0.4
Comment: is possible with 8 players
- Id: 16
Title: 16
Description:
ScoreImpacts:
- Solution: 1
Score: 0.5
Comment: can be used for 16 player games
- Solution: 3
Score: 0.5
Comment: is necessary with a high number of players
- Solution: 4
Score: 0.3
Comment: can handle 16 players
- Id: 64+
Title: 64
Description:
ScoreImpacts:
- Solution: 1
Score: 0.5
Comment: can be used for 64 player games
- Solution: 3
Score: 1
Comment: is necessary with a high number of players
- Solution: 4
Score: 0.3
Comment: can handle 64 players
- Id: 128
Title: 128
Description:
ScoreImpacts:
- Solution: 1
Score: 10
Comment: should be used for a very high number of players
- Solution: 3
Score: 1000
Comment: is necessary with a high number of players
- Id: 256
Title: 256
Description:
ScoreImpacts:
- Solution: 1
Score: 10
Comment: should be used for a very high number of players
- Solution: 3
Score: 1000
Comment: is necessary with a high number of players
- Id: 512
Title: 512+
Description:
ScoreImpacts:
- Solution: 1
Score: 10
Comment: should be used for a very high number of players
- Solution: 3
Score: 1000
Comment: is necessary with a high number of players
IsMandatory: 1
- Id: Pace
Title: Gameplay Pace
Description: Gameplay pace indicates how sensitive gameplay is to latency.
The amount of latency you expect impacts Netcode stacks and hosting models.
GlobalWeight: 1
ViewType: 0
Choices:
- Id: Slow
Title: Slow
Description:
ScoreImpacts:
- Solution: 0
Score: 0.7
Comment: can be used for slow-paced games
- Solution: 2
Score: 0.25
Comment: is sufficient for Slow Games
- Solution: 4
Score: 0.25
Comment: works well with slow games
- Id: Fast
Title: Fast
Description:
ScoreImpacts:
- Solution: 1
Score: 0.75
Comment: tends to be better for fast paced games
- Solution: 3
Score: 1
Comment: is recommended for fast games
- Solution: 4
Score: 0.65
Comment: can handle fast gameplay
IsMandatory: 0
- Id: Cheating
Title: Cheating / Modding Prevention
Description: The most common anti-cheating approach is to hide a part of your
gameplay implementation from clients using a server-authoritative hosting
model
GlobalWeight: 1
ViewType: 0
Choices:
- Id: CheatingNotImportant
Title: Not so important
Description:
ScoreImpacts:
- Solution: 2
Score: 0.2
Comment: is more cost-effective if cheating is not very important
- Solution: 0
Score: 0.6
Comment: is preferred if cheating prevention is not so important
- Id: CheatingImportant
Title: Very important
Description:
ScoreImpacts:
- Solution: 3
Score: 1000
Comment: is required if cheating prevention is important
- Solution: 1
Score: 0.5
Comment: is preferred if cheating prevention is important
IsMandatory: 0
- Id: CostSensitivity
Title: Cost Sensitivity
Description: Depending on your player monetization, your sensitivity to costs
will vary and influence the recommended hosting model.
GlobalWeight: 1
ViewType: 0
Choices:
- Id: BestExperience
Title: Favor best player experience
Description: When the game monetization heavily depends on the best possible player experience, often for e-sport competitive titles, backend solutions tend to be more expensive.
ScoreImpacts:
- Solution: 3
Score: 1.5
Comment: offers great performance
- Solution: 4
Score: 1.2
Comment: offers good performance
- Solution: 1
Score: 0.85
Comment: offers good performance
- Id: BestMargin
Title: Favor best operating costs
Description: At the expense of some degradation of the player experience, smart relay solutions can provide a cost-effective solution before adopting dedicated cloud-hosted servers.
ScoreImpacts:
- Solution: 4
Score: 1
Comment: is cost-effective
- Solution: 0
Score: 0.5
Comment: is a good compromise if you want to optimize your operating costs
- Id: NoCost
Title: As little cost as possible
Description: Avoiding backend costs usually involves implementing a client-hosted solution.
ScoreImpacts:
- Solution: 3
Score: -100
Comment: costs money
- Solution: 4
Score: 1
Comment: is cost-effective
- Solution: 1
Score: 0.5
Comment: is performant and enables you to reduce compute costs
IsMandatory: 0
- Id: NetcodeArchitecture
Title: Netcode Architecture
Description: Specific game genres often require very specialized netcode architectures.
In that case, the netcode stack recommendation might suggest a custom or third-party netcode that can be implemented on top of a Unity netcode, or with
the help of a third-party solution.
GlobalWeight: 1
ViewType: 0
Choices:
- Id: ClientServer
Title: Client / Server
Description: The most common netcode architecture is client-server. This architecture can be used with a client-hosted or cloud-hosted model.
ScoreImpacts: []
- Id: LockstepSimulation
Title: Deterministic Lockstep
Description: Synchronization method in multiplayer games where each player's computer processes the same game inputs in the same order to maintain consistency in the game state.
ScoreImpacts:
- Solution: 5
Score: 5000
Comment: is necessary for Lockstep simulation
- Solution: 2
Score: 5000
Comment: is necessary for Lockstep simulation
- Id: MultiServerSessions
Title: Multi-Server Sessions
Description: Massively multiplayer online titles often require complex and tailored multi-server netcode and backend solutions.
ScoreImpacts:
- Solution: 5
Score: 100
Comment: is required for Multi-Server Sessions
- Solution: 3
Score: 1000
Comment: is required for Multi-Server Sessions
- Id: NoNetcode
Title: No netcode
Description: Netcode frameworks are usually meant to support interactive multiplayer gameplay. If the multiplayer experience relies on asynchronous social features or waits for someone's turn, there is often no netcode involved.
ScoreImpacts:
- Solution: 6
Score: 1000
Comment: is necessary
- Solution: 7
Score: 3000
Comment: enables you to run your game logic in the cloud as serverless functions
IsMandatory: 0
PresetData:
Presets: 0200000005000000030000000600000007000000010000000800000004000000090000000a0000000b000000
Answers:
- Answers:
- QuestionId: Pace
Answers:
- Fast
- QuestionId: Cheating
Answers:
- CheatingImportant
- QuestionId: CostSensitivity
Answers:
- BestExperience
- QuestionId: NetcodeArchitecture
Answers:
- ClientServer
- Answers:
- QuestionId: Pace
Answers:
- Slow
- QuestionId: Cheating
Answers:
- CheatingNotImportant
- QuestionId: CostSensitivity
Answers:
- NoCost
- QuestionId: NetcodeArchitecture
Answers:
- ClientServer
- Answers:
- QuestionId: Pace
Answers:
- Fast
- QuestionId: Cheating
Answers:
- CheatingImportant
- QuestionId: CostSensitivity
Answers:
- BestExperience
- QuestionId: NetcodeArchitecture
Answers:
- ClientServer
- Answers:
- QuestionId: Pace
Answers:
- Slow
- QuestionId: Cheating
Answers:
- CheatingImportant
- QuestionId: CostSensitivity
Answers:
- BestMargin
- QuestionId: NetcodeArchitecture
Answers:
- LockstepSimulation
- Answers:
- QuestionId: Pace
Answers:
- Fast
- QuestionId: Cheating
Answers:
- CheatingImportant
- QuestionId: CostSensitivity
Answers:
- BestExperience
- QuestionId: NetcodeArchitecture
Answers:
- ClientServer
- Answers:
- QuestionId: Pace
Answers:
- Slow
- QuestionId: Cheating
Answers:
- CheatingImportant
- QuestionId: CostSensitivity
Answers:
- BestMargin
- QuestionId: NetcodeArchitecture
Answers:
- ClientServer
- Answers:
- QuestionId: Pace
Answers:
- Slow
- QuestionId: Cheating
Answers:
- CheatingImportant
- QuestionId: CostSensitivity
Answers:
- BestMargin
- QuestionId: NetcodeArchitecture
Answers:
- MultiServerSessions
- Answers:
- QuestionId: Pace
Answers:
- Slow
- QuestionId: Cheating
Answers:
- CheatingNotImportant
- QuestionId: CostSensitivity
Answers:
- BestMargin
- QuestionId: NetcodeArchitecture
Answers:
- NoNetcode
- Answers:
- QuestionId: Pace
Answers:
- Slow
- QuestionId: Cheating
Answers:
- CheatingImportant
- QuestionId: CostSensitivity
Answers:
- BestMargin
- QuestionId: NetcodeArchitecture
Answers:
- NoNetcode
- Answers:
- QuestionId: Pace
Answers:
- Fast
- QuestionId: Cheating
Answers:
- CheatingNotImportant
- QuestionId: CostSensitivity
Answers:
- NoCost
- QuestionId: NetcodeArchitecture
Answers:
- LockstepSimulation
- Answers:
- QuestionId: Pace
Answers:
- Slow
- QuestionId: Cheating
Answers:
- CheatingNotImportant
- QuestionId: CostSensitivity
Answers:
- BestMargin
- QuestionId: NetcodeArchitecture
Answers:
- ClientServer