STROEM

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STROEM

STROEM

@stroemx

Innovator 🔥 Shipping Next‑Gen Games & Infra Backend + Deploys for Unity & Unreal Devs Fast deploys. No hyperscaler chaos.

Katılım Haziran 2013
403 Takip Edilen16.7K Takipçiler
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STROEM
STROEM@stroemx·
What’s up Fam 👋 We’ve fixed the staking issue in Tokenomics: ✅ Accurate numbers ✅ Self-correcting system ✅ No more drifting values 💰 Fairer rewards going forward 📊 Total staked: 1,763,616 BUBBAS 💡 1,000 BUBBAS (~$1.22) now earns about $0.01/day(Rewards are dynamic) Bonus updates: 🎲 Faster Dice 🎰 Improved Jackpot + Animations 📊 Real-time updates Thanks for your support 🙏 #Bubbas #Crypto #Staking #Web3
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STROEM
STROEM@stroemx·
@dungeonpunk Nice. SpacetimeDB seems to solve a lot of the state sync pain for smaller teams. What pushed you to switch backend completely in the end
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ᴍᴀɴɴ - Dungeonpunk Online
I need to prevent visual and audio assets from being built into the headless server builds. I'm surprised by how poorly Unity handles this. Seems like addressables is the best route for solving this problem. Anyone got experience doing that?
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STROEM
STROEM@stroemx·
@bryan_johnson I have a very high metabolism, so eating my last meal early doesn’t work, I feel shaky in the morning. I eat my last meal around 22:00 and fast until about 13:00 the next day. Listening to the body is key.
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Bryan Johnson
Bryan Johnson@bryan_johnson·
what are you up to today?
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STROEM
STROEM@stroemx·
@dungeonpunk Yeah that answers it. Shared codebases always sneak server‑side bloat if you don’t strip client assets. Did you end up splitting the project or did you automate that filtering?
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ᴍᴀɴɴ - Dungeonpunk Online
@stroemx The project I was working on had a shared codebase/Unity project for client and server and if you do nothing the server build will have assets that are for the client (audio/visual) included in server builds. Does that answer your question?
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STROEM
STROEM@stroemx·
@sebify @RealJohnTube All good. I keep it technical. Mostly been on LinkedIn, only recently active on X too.
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Sebastiano Mandalà
Sebastiano Mandalà@sebify·
so after having realised at my own expenses that Unity Linux is not production ready, which I knew because UCB itself doesn't use Unity linux (supports only windows and macos building machines), I moved everything to windows. The hard bit was to make a hub-less installer (unity is not right in their mind, how are we supposed to install unity on a bulding machine if the hub DEMANDS a license) so you do it the hard way. Luckily there is chatgpt otherwise I would have never been able to do it HUB-LESS windows building machine unity installer: gist.github.com/sebas77/567156…
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STROEM
STROEM@stroemx·
@RealJohnTube @sebify That tracks. Is it usually Hub failing to grab the license or some weird auth timeout?
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STROEM
STROEM@stroemx·
@RealJohnTube @sebify Yeah server failing is brutal. When it happens for you is it usually the server itself or the Unity Hub client not talking properly?
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Hamza Lazaar - حمزة لزعر
@stroemx @sebify Builds fail because unity cannot acquire a floating license from the server. Sometimes this does not manifest directly but shows as built target not supported somehow.
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STROEM
STROEM@stroemx·
@sebify Got it. What pushed you away from Linux builds? License issues or CI headaches?
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Sebastiano Mandalà
Sebastiano Mandalà@sebify·
A description of the pain I endure: 1) Unity forces me to setup and configure a linux floating server license server on aws EC2 because they are too busy to provide t he license themselves 2) my self-hosted github runner uses game-ci to build unity projects, however game-ci doesn't allow to specify the toolset and for some reason, the default toolset doesn't want to work (this is licensing stuff) 3) found out that when this happens, unity builds but doesn't allow custom build profiles, which means no android build 4) tried 1 million things to make it work, but gave up and moved to the other strategy, do not use game-ci and install unity locally on aws ec2 ubuntu 22 which I was dreading as fuck 5) the dread was real, unity hub doesn't work which means that I have to go down the manual download route 6) surprise! Android module doesn't ship for linux, the fuckers want us to adapt the mac android module without providing any fucking instruction 7) a sane persone would have given up at this point, but luckily a single forum post plus hours of fighting with chatgpt made it work 8) many more hours to install the sdk/ndk and all the other shit manually Finally, after many times pondering retiring and start a pizza business, it's now building properly! The script to automatically install all the shit on your EC2 machine is insanely complicated, but works! I have provided it here: discussions.unity.com/t/help-needed-…
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STROEM
STROEM@stroemx·
@sebify Stable is good. And on the bad days what fails first. Builds or deploys?
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STROEM
STROEM@stroemx·
@ObitusGame @DevLand95213410 Got you. Running on a friend’s machines works fine early on. When you scale later what part worries you most? Deploys or servers going down?
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Obitus - ✨Wishlist Now!✨
Obitus - ✨Wishlist Now!✨@ObitusGame·
In the beginning I'l probably run the dedicated server on machines a friend of mine has through his company. That way we can keep things simple while we're developing and testing and initial release. If the player base grows later, we'll likely move to a more scalable cloud solution.
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Dev Land Marketing
Dev Land Marketing@DevLand95213410·
From a solo developer: " the lobby and invite and all that is done. But acutaly getting the dedicated server to work with steam and steamworks i have no idea.. Tried CHatGPT for pointers and it sorta got me going but getting failures to connect " #gamedevs
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STROEM
STROEM@stroemx·
@grahamboree Seen that. What broke first for you on the headless setup?
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grahamburger 🍔@grahamboree@mastodon.gamedev.place
I'm setting up a linux Jenkins server. This is the state of modern #unity: * Official Installation instructions for unity hub were wrong. * Unity hub won't run headless because it still needs a virtualized display. It just segfaults when you run it.
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Hamza Lazaar - حمزة لزعر
@sebify Oh don't get me started on Unity build server. All sort of failures due to it "target platform not supported" but if you look deeper it fails to get a floating license. Yes. We updated to 2022.3.67f2 due security patch from 2022.3.56f1 and I think I saw they fixed license client
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Computer
Computer@AskPerplexity·
Here’s a detailed comparison of Unity Multiplay, PlayFab, and Photon for indie multiplayer game development: Managed dedicated server hosting tightly integrated with Unity, making setup and scaling straightforward for Unity projects. Offers $800 in credits for new users, but after that, there’s no free tier—costs start at around $2.31/day for a basic 2-core, 4GB RAM server. Great for games needing authoritative server logic, but backend services (like player data and cloud functions) are priced higher than PlayFab or AWS. Best suited for devs who want a seamless Unity experience and are okay with Unity’s pricing model. Comprehensive backend-as-a-service (BaaS) platform: handles player accounts, matchmaking, stats, inventory, cloud scripts, and more. Free tier available with usage-based pricing as you scale, making it accessible for small games and indies. For real-time multiplayer, PlayFab is often combined with Photon or another networking solution. Monthly costs can range from free to $99–299/month depending on monthly active users (MAU) and feature use. Flexible and platform-agnostic, but you’ll need to integrate a networking solution for real-time gameplay. Real-time multiplayer networking engine, known for low-latency and ease-of-use in Unity. Two main offerings: Photon Cloud (managed service) and Photon Server (self-hosted for more control). Free development tier; production pricing starts at about $100/month for 100 concurrent users (CCU), scaling with player count. Excels at fast-paced, synchronous multiplayer—think shooters, racing, or action games. Often paired with PlayFab for backend features; PlayFab and Photon have official integration guides and SDKs for Unity. Feature/Service Unity Multiplay PlayFab Photon Main Role Dedicated server hosting Backend services (BaaS) Real-time networking Free Tier $800 credits, then paid Free tier, usage-based pricing Free dev tier, then CCU-based Typical Cost ~$2.31/day (2-core server) Free–$299/mo (MAU-based) ~$100/mo (100 CCU) Real-time Multiplayer Yes (via NetCode) Needs Photon/other networking Yes (core focus) Backend Features Limited, mostly hosting Extensive (accounts, stats, etc) Limited (focus on networking) Integration Seamless with Unity Platform-agnostic, Photon SDK Tight Unity SDK, PlayFab add-on Best For Unity-centric, server-authoritative games Games needing rich backend Fast-paced, synchronous multiplayer Unity Multiplay: Best for Unity devs wanting managed server hosting and easy scaling, and who are okay with Unity’s pricing after credits run out. PlayFab: Ideal for games needing robust backend features, especially if you want flexibility and a generous free tier for small projects. Photon: Go-to for real-time, low-latency networking, especially for action or competitive games; often paired with PlayFab for backend needs. Most indie devs mix and match: Photon for networking, PlayFab for backend, and sometimes Unity Multiplay for hosting if they want a fully managed Unity workflow. Your best setup depends on your game’s scale, genre, and your budget.
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STROEM
STROEM@stroemx·
@DogeGameDev Nice. When you cracked it what part gave you the most trouble first?
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Doge Game Dev
Doge Game Dev@DogeGameDev·
After two weeks of grinding through frustratingly slow progress, I wasn’t even sure if a Unity real-time multiplayer game with a dedicated hosted server and web players was possible, never done it before, no doc... But guess what? I CRACKED IT! DogeBread is now one step closer! (Yeah ugly poc demo, don't mention it 😂)
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STROEM
STROEM@stroemx·
@wildlogicgames Nice setup. What you use to host the server builds. EC2, DO or something lighter?
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Young Kim Supports 🇵🇸🏳️‍🌈
@joonaslindholmm Tried it with a backend server that needs to spawn Unity multiplayer servers in Azure Kubernetes Service. Works great for microservice architectures, but setting it up for spawning and managing game servers? Doesn't work. Agones is a hack that also barely works.
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STROEM
STROEM@stroemx·
@bryan_johnson Travel to Trelleborg in Sweden instead, and come meet me, I'm sure there'll be lots of valuable knowledge exchanged. And a bit of laughter as well.
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Bryan Johnson
Bryan Johnson@bryan_johnson·
I'm traveling to Paris...who should I meet?
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STROEM
STROEM@stroemx·
What’s up Fam 👋 We’ve fixed the staking issue in Tokenomics: ✅ Accurate numbers ✅ Self-correcting system ✅ No more drifting values 💰 Fairer rewards going forward 📊 Total staked: 1,763,616 BUBBAS 💡 1,000 BUBBAS (~$1.22) now earns about $0.01/day(Rewards are dynamic) Bonus updates: 🎲 Faster Dice 🎰 Improved Jackpot + Animations 📊 Real-time updates Thanks for your support 🙏 #Bubbas #Crypto #Staking #Web3
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