I’ve hit a bit of a snag with my Unity project, and I’m hoping someone out there has a solution. So, my friend and I developed this super simple multiplayer game using Netcode For GameObjects, and we decided to incorporate Lobby and Relay Gaming Services to make connecting a bit easier for us. Everything was going great until we realized we might not need those services all the time.
So here’s the deal: we want to disable Lobby and Relay services without removing our project from Unity Cloud. We’re not really worried about reaching the 50-player cap since it’s a pretty basic game, and our testing isn’t likely to attract that many players. Still, we’re gearing up for a game testing event at my university where we might get more eyes on our game, and I’d love to have the option to shut those services off just in case things get a little out of hand.
I’ve looked all over the Unity dashboard and in the settings, but I can’t seem to find an option to just disable the Lobby and Relay services without taking the entire project offline. I know that removing the project from Unity Cloud would make it disappear, and I’m really not keen on going down that road. I just want to ensure that our game isn’t accessible all the time through those services, especially since we may only bring it out for testing or sharing on videos we’re planning for YouTube.
Has anyone figured out how to manage this? Are there hidden settings somewhere, or are we just missing something super obvious? I can’t be the only one in this predicament! If anyone has any tips or hacky solutions that have worked for them while managing Unity Cloud services, I would really appreciate it!
Disabling Lobby and Relay Services in Unity
It sounds like you’re in a bit of a tricky spot with your Unity project! If you want to disable Lobby and Relay services without removing your project from Unity Cloud, here are some tips that might help you out:
1. Check Service Configuration
Sometimes the options to disable certain services can be a bit hidden. Head over to your Unity Dashboard and look for the Multiplayer section. There might be toggle switches or checkboxes for the Lobby and Relay services that could allow you to disable them without affecting the whole project.
2. Modify the Network Manager Settings
In your Unity project, go to the Network Manager component. There might be options to disable or bypass the Lobby functionality. You could try commenting out or altering the code that initializes the Lobby and Relay components during runtime to ensure they don’t activate when you don’t need them.
3. Use Runtime Conditions
If you have some understanding of scripting, you could implement a control mechanism in your code that checks for a certain condition (like a game mode switch) and only initializes the Lobby and Relay services if you need them. This way, you can turn them off when you know you won’t need them.
4. Test with a Local Build
If you’re worried about people accessing your game unexpectedly, consider building a local version of your game for testing. This way, you have full control over who can join and when. You can always connect to the Lobby and Relay services when you’re ready for larger testing sessions!
5. Community Resources
Don’t forget to check out the Unity forums or Discord communities! There’s a good chance someone else has faced this issue, and they may have some creative solutions or workarounds that can help.
Hope these ideas point you in the right direction! Good luck with your game testing event!
Unity’s Lobby and Relay services currently don’t have a direct toggle feature in the Unity dashboard to temporarily disable them without removing your project from the Cloud. However, you can workaround this limitation by simply controlling the code logic within your Unity project itself. Implement a toggle or a configuration setting in your game’s client or server script that can easily enable or disable connections to the Lobby or Relay services at runtime. You can include flags or conditions, such as a boolean variable or a simple menu setting, allowing you to effortlessly shut off external matchmaking by just flipping a switch before building or deploying your game.
Additionally, another practical workaround is to create an environment-specific configuration, like setting up a development or local testing environment where the Lobby and Relay services’ connections or API initialization are skipped entirely. Using Unity’s build configurations, scriptable objects, or environment variables can provide the needed flexibility. This approach allows your game to exist on the Unity Cloud without losing your setup there, while giving you greater control over whether or not these remote services are available during testing events or public showcases.