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  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
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      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