NetworkManager best practise

Is the idea behind the NetworkManager to have both client/server code in a single project?

It is not possible to create 2 separated projects, one behaving as the standalone dedicated server(no master server), the other for the clients?

I have yet to find any examples on how to approach this…

Thanks.

Unity has built in an assumption in the HLAPI that both client and server are not only in the same project but are currently running the same scene.

I’m sure it is possible to do otherwise, but you won’t be using a lot of the HLAPI functionality. The NetworkManager I would assume would be something you wouldn’t be able to use. You’re probably limited to Unet Messages as the highest level. I do communication between servers and client to login server using different scenes (same project still), but I do that all without the NetworkManager and just using messages for example.

@Joe-Censored
ty for your reply

i was also using NetworkClient/Server… but i am failing hard on interpolation/extrapolation… so i bought something from the asset store which does this, but it is based upon the networkManager…

so if anyone knows?