F.A.Q.

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General

Do I need to know how to program in order to use CCG Kit?

Yes. While the kit includes an editor that makes it able to define and tweak many of your game's properties visually, it is not a visual scripting framework. You (or someone on your team) will need to know how to program in C# and have a fundamental knowledge of networking in order to use and further customize and extend the asset.

We have recently launched the Create your own multiplayer collectible card game with Unity course to provide a simpler, step-by-step introduction to building your own CCG from scratch. If you feel CCG Kit may be too complex or intimidating for you, the course may be a better alternative.

What is the minimum Unity version required for CCG Kit?

We provide a Unity 2019.4.0 LTS download and a Unity 2020.3.20 LTS download of the kit, so you will need to use one of these versions (or a higher one within the same main version number). Please note the kit is currently not compatible with Unity 2021, as UNET has been officially marked as a deprecated package in this version (you can find the official announcement here).

What are your plans to support the kit in the future after the deprecation of UNET?

We absolutely intend to keep on supporting the kit in the future and we are currently researching different networking libraries to migrate the kit to starting with Unity 2021. Please stay tuned for further announcements in this area.

Does CCG Kit run on mobile platforms?

Yes, it does. The UI is also prepared to scale across different resolutions by using a Canvas Scaler that scales with the screen size and anchors (you can find more information about how this works here).

Does CCG Kit run on WebGL?

No. Unfortunately, Unity Services (which the kit uses by default for its multiplayer functionality) is currently not compatible with WebGL.

Does CCG Kit include server-side persistent storage functionality like a card shop, card packs purchasing/opening or tournaments?

No, it does not. The kit is intended to be used as a starting point for creating your own multiplayer CCG. It will save you many hours of development time and can also be used as a learning tool, but further work is expected if you want to release your game. A multiplayer CCG is a complex project and there is really no way around that. Some areas that you would need to expand upon for a commercially shipped product would possibly include:

  • Developing your own visual style (card art, effects, etc.) and sounds.
  • Designing your own game mechanics.
  • Creating and balancing your own collection of cards.
  • Integrating server-side persistent data like player card/deck collections, booster pack purchases, etc.

Having all these features built-in would take a significantly more expensive and complex asset. Also, no game does them in the exact same way, so even in that scenario additional work would still be required.We do our best to improve the kit with every update based on the user feedback, but the focus is always more on the core features than on the very game-specific ones.

What is your policy on refunds?

As a general policy, we do not accept refunds on purchased assets because of the following reasons:

  • There is no way for the assets to be digitally "returned".
  • We feel that, between the different videos, the description, the official documentation and the screenshots, there is enough information available to customers prior to purchase. Of course, we are also always happy to answer any pre-purchase questions.
  • We do our best to fix any bugs or issues reported in subsequent updates.


Pricing

Do you offer individual discounts?

We do not. The best way to purchase our assets at a reduced price is when they get selected for a sale.


Networking

Do you provide hosting for my CCG?

No. If you purchase CCG Kit, you are still responsible for paying for Unity Services or a dedicated server hosting for yourself.

The kit uses Unity Services' player-hosted games by default. Isn't this a less secure option than using a dedicated server?

Yes, it certainly is. In player-hosted games, one player acts as both the server and a client, meaning it could potentially be using a malicious client. This is inherently less secure than using a dedicated server, which manages the game logic in a centralized manner and clients have no control over. The kit uses player-hosted games by default for convenience but there is a complete separation between server code and client code, meaning it will also work in a dedicated server setup. In this case, please note you will still need to implement your own matchmaking system or, alternatively, use the official integration with Master Server Kit.

How do I use the LAN game functionality in the demo game?

The LAN mode is particularly useful for development and to test multiplayer locally, as you can have both the host and the client on the same computer. It can also be used to have games between computers that are on the same network. If you want to do that, you will need to add the following line of code:

GameNetworkManager.Instance.networkAddress = "YOUR_HOST_IP_ADDRESS";

before the StartClient() call in the OnJoinLANMatchButtonPressed() callback located in the LobbyScene class. "YOUR_HOST_IP_ADDRESS" is a string containing the local IP address of the host machine (you can easily obtain this information via the ipconfig command on Windows and the ifconfig command on Mac OS). If this does not work, please check your network settings and make sure both computers are on the same network and accessible to each other.

When using Unity Services and trying to play with a friend, we do not see each other's games.

Unity Services has 3 data centers (servers). When using the default URL, you will connect to the most local data center to you geographically in order to minimize latency in multiplayer games. What is probably happening is that you and your friend are being connected to different servers, and that is the reason you cannot see each other's games. In order to change the data center URL, select the Network Manager component of the GameNetworkManager object in the Lobby scene. Under Network Info, you have a field named MatchMaker Host URI; that is the one.

You can find more information about this here.