So, I’m just curious because all of the tutorials I’ve found have been “Clones” of the game, using Network.instantiate to re-create each players client in a single instance, although I was curious as to if this had to be the case, because running a 2.5GB File-Size graphical updating server is kind-of retarded in terms of Computer Usage.
How would I go about doing a stand-alone server, I know basic Connections, but that’s about it, still learning networking… .if I was to do a stand-alone I wouldn’t use any of unity’s networking API, right? Just do one from scratch in C#?
The reason this came to mind was I was attempting to have the server running in a scene that didn’t have a terrain, players, or anything like that which it needed to graphically update, but while doing it that way I noticed that I couldn’t do any position updating or anything like that.
How would I go about disabling the rendering, because from what I heard the only way to do this is by running it in -batchmode, and that’s for unity pro users only, or am I missing something. I probably am missing a bunch of key-ideas as this is my 5th day studying networking, but I was writing a stand-alone server just now to test it out and currently I’m down to a multi-threaded input/output server Basic chat, but still nothing for storing data to the player, although the player class has been created.