What's different with server build?

I was posted about how to make online game few months ago and I think now I’ve enough knowledge with multiplayer online games. So, I am curious about server build.

I have experience about Source dedicated server and goldsrc dedicated server, their dedicated server’s only run in game world and process everything happend on the game world (we known as a scene on unity, let’s called gameplay scene), that is how both engine (source and goldsource) works, I make visualization for make it easy to understand: Client Server works... - Imgur

So, in Unity can we do synchronization if the project is different but the scene is same? as far as I know, Unity server build is command line (removed audio visual output) which means server build can’t be same project as client build (client build has main menu).

because as far as I know the data can be transferred even it built by same library, so different built client and server is impossible.

In the past I’ve used separate projects for client and server, with uNet (NetworkServerSimple) or Enet networking. Everything depends upon what you are trying to achieve.

Your server and client can be the same project, even the same build, or they can be different projects/builds. It depends on the network API if there are any limitations there. For example, the Unet HLAPI assumes you’re running the same project and scene for both the client and server, though it is possible to separate them.

As far as removing the audio/visual output, that can be as simple as building in headless mode or using run time command line switches. There’s also a headless building asset on the store which will automatically replace all textures and audio in your project with dummy files when creating headless builds.

I can’t describe the detail but I’d like to use Unet, glad to hear that and I will start working now, thank you.

Just be aware that uNet in it’s previous form has been removed from Unity and is no longer supported. There is a new Unity networking coming out, but that could be a long way away.

There is a community rebuild of uNet called Mirror. That might well be your best bet if you wanted to use uNet.

Woah thanks for advise, I never know Mirror before