All the documentation talks about authoritative servers in a conceptual format:
http://docs.unity3d.com/Documentation/Components/net-HighLevelOverview.html
However, I can’t find anything n the documentation in concrete terms.
Is it another Unity client running an instance on a server?
I’ve seen mention of Photon’s server or cases where you create your own .NET application and use Raknet for networking. Both of these cases seem like they would not be a good fit for an FPS. You would rule out usage of alot of the Unity engine. If your server doesn’t have any of the engine features like physics, collision detection, etc. then you have to write that stuff yourself or use another framework, and thus the clients have no client side prediction, because Unity’s implementation is going to be different than your server’s implementation.
Is this the case? Or am I missing something? I can’t imagine the documentation would discuss these things at length and not ever make the connection between conceptual and practical. For someone new to Unity, the documentation definitely gave a strong impression that Unity has some sort of server-side application, when it seems you really need to implement your own or use a third party. If the purpose of the article is just to cover general game design concepts, it should be made clear at the conclusion of the article that Unity does not support that concept out of the box, and that one must implement there own server using the networking API’s or use a third party. The first time I read that article I went looking for this mythical “Unity Server”.