Questions about UNET Networking

I’m trying to understand the new UNET Network system.

  • I downloaded the Lobby Matchmaker asset example and I want to know if I creat a game, the creator is hosting this match or the server is hosting this match ?

  • Unity available 100CCU for users, but thats dont means that it will host this 100 players for you right ? How can I set up a dedicated server for the entire game ?

My needs:

  • I want to make a turn per turn game with 8 peoples per room. One of them created the room (match), but i want that a dedicated server control this rooms, not the player that created the room. Is this the best way ?

  • How can I host this game with a server ? I saw old system of network that runs the server with the prompt of windows (CMD), I read the documentation but I dont think I understand.

  • How can I host this server on a dedicated server ? I need to run a standalone build of my game on the dedicated server ?

  1. If I get it right, the lobby matchmaker is based on this unet thing. And if I’m right, it’s just a relay - players host.
  2. For dedicated server you need your own server hosting machine. Simply code a version of the game (can be the same client, just with enabled options to host a server, and disable the option for normal product). Then use StartServer() instead of StartHost() in the server app, and client app should be instructed to Start client with connecting to your server machine.
    I might have made a bit of pasta here, but long story short: you make dedicated server almost the same as normal host game, except you host it on your server machine.

Thank you for your answer I think this cleared my mind !