1)will the new network solution pricing be based on concurrent users or resources used? (for example cpu usage storage and ram)? 2)will I be able to make games where a client becomes the game host and server(like unet)?
It is my understanding that the whole multiplayer architecture, services, and pricing will be subject to change. Until they release more info your guess is as good as mine.
The network solution is free. The hosting service sits on Google Cloud, and in a post not long after its announcement they said the pricing wasn’t yet set but to expect it to be competitive with the pricing Google Cloud already offers. I haven’t seen any further information.
The whole point of the new network system and the optional hosting service is to move to a dedicated server model. So as far as I’m aware a client hosting the game isn’t expected to be supported (that’s what they say in the earlier posts), but you can do so by the client launching a separate application which runs the server.