%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