i just want to give uNet an another try. And for my game i need to let player creating rooms/lobbys on an dedicated server.
That’s possible on the network lib “TNet”. But i can’t find something similiar in uNet.
I just want to host my dedicated servers in my own datacenter. And dont use the matchmaking service for creating rooms/lobbys.
You cannot use the matchmaking facilities provided by Unity Services with a dedicated server setup, as they are specifically designed around player-hosted games. But you can definitely use UNET to write your own, custom matchmaking system via the low-level API; this is what I do in Master Server Kit. The idea is to have a master server in charge (which you can think of as a lobby); once players are connected to it, they can create new games or join existing ones. The master server is responsible for dynamically spawning and destroying game server instances (which you can think of as rooms) as appropriate. Functionally, this is pretty similar to the matchmaking provided by Unity Services but running on a dedicated server setup instead.
Okay thank you, but your Master Server Kit is running on an Unity instance right?
What i mean is, your kit is running on Unity and not standalone c#, right?
That is right. The authentication server, the master server and the game servers are all independent Unity instances. What I do is build them in headless mode for Linux (meaning no graphics nor input), which is particularly convenient for servers. It would definitely be even better to run them as standalone C# applications, but that is currently not possible with UNET. A server library is in the works, but it has no planned release date yet.