I have a Unity Custom GameLift server deployment and everything seems to startup, run, and shutdown correctly. The clients can connect to the server and communicate as expected. So all works well in general.
My concern is for the case when there are no active game sessions and two clients request to create a new game session at the same time. With my setup, only one of them gets created and the other client errors out with
FleetCapacityExceededException: Unable to reserve a process on fleet. This create call is wrapped in a retry block so it does retry again after 2, 3, then 5 seconds, but still fails.
The Launch Path for the Unity game executable has Concurrent processes set to 1.
The Max concurrent game sessions activation is set to No Limit.
There’s only one active server instance.
I guess I expected that simultaneous requests to create game sessions would actually spawn multiple sessions. Maybe I’m not understanding the relationship between the Concurrent processes of the game executable and game sessions. Can you have multiple game sessions for a single game process?
Any feedback or help would be greatly appreciated.