Multiplayer
Ask Ziva: "Add multiplayer so two players can join the same room and see each other move. Keep it simple and explain what happens when someone leaves."
Ziva's hosted relay connects the players without you running a dedicated game server. One player's game acts as the host for shared activity.
Tier requirements
Multiplayer is included on Pro and Ultra, with setup handled the first time you ask Ziva to add it. Upgrade at ziva.sh/account#subscription.
Bandwidth counts toward your account's monthly limit. You get a warning email at 50 GB. Past 500 GB, new connections are refused until the next calendar month (UTC); players already connected stay connected. Rooms allow up to 32 simultaneous connections. An account without relay access cannot make new connections.
When the host leaves
A remaining player can become host and rebuild the player roster, but this is not a saved game or a transfer of the whole running world. Scores, inventories and world changes not synchronized to the remaining players can be lost.
For progress players can return to after everyone leaves, use Persistent and shared state instead. That mode holds about 4 MB of saved data per room and is not meant to be combined with this scene-replication mode. See Multiplayer limitations to choose.
Using your own networking
The relay is optional. Ask for ENet, a dedicated server, Steam or Epic Online Services and Ziva builds that instead, on any plan, without setting up the relay.
What about abuse?
Game data passes through the hosted relay to connected players. The account and game IDs in your project are public identifiers, not secrets; bandwidth counts toward the named account's monthly limit. Do not send secrets as game data.
The relay closes flooding connections and limits connection attempts. These protections do not remove your account's usage responsibility.
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