So I’m working on a project for my class this quarter where we have to create a networked game with a lobby system without using Unity’s higher level API (such as its lobby system and NetworkManager). NetworkIdentity and NetworkServer/Client are fine.
We got the networking down for one server. But now for our next milestone we have to worry about a lobby system. Since we’re hosting this on a dedicated server (using my desktop) we had to sit back and think about how we’d tackle this (since we can’t use Unity’s lobby system).
How would we go about this? We’d need to be able to run the same scene simultaneously and then destroy it when players leave. What direction should my team go about this?