integrating the web app directly into a Unity project without the need for a separate server

Every example scene in this distribution describes using a signaling server web app running on a standalone Mac or PC (eg webserver.exe)

If all streaming activity will be happening on a single local network segment between android VR headsets and a companion app running iOS, is it possible to integrate the signaling server into the unity project running either on android or iOS without the need for a separate computer to serve as the web server?

I think it’s possible if you implement the server function on either one.
sample

This is great, thanks, and I was able to get the server running and accepting new peers. eg:

WebSocket Client [9140b2e3e6a749f99af2eee158f6393d] Cnnected
=== SignalingServer_OnWSClientConnect: 9140b2e3e6a749f99af2eee158f6393d
=== PC CreatePeer [9140b2e3e6a749f99af2eee158f6393d]
…etc

but no video is actually passed along. If I run webserver.exe separately outside of Unity, video is transmitted fine between the same broadcast and receiver example apps.

I must be missing something simple in the WebRTC instantiation on the Unity side. Are you aware of a working example project that uses the WebSocketSignalingServer / WebRTC_PC combo in Unity?

The other Peer must be implemented with WebSocketClient.

sample