I have a basic FPS game made in Unity. I am using the Unity NetworkManager, NetworkManagerUI and NetworkIdentity components that came with Unity.
The game is working fine on my local network when I make one pc a client-host and other a client. It is also working great using the 'Mulitplayer' service that is free with Unity (for up to 20 max over all games/projects etc, and is supposed to be only for testing I believe)
I'm 99% sure it is possible to run a 'server version' of my app on a pc in my home, and make this into a dedicated master server, but I cannot find much at all from Unity officially regarding this (It seems to always point me to just extending my deal with them to get more players into the server they provide, for which the costs are 1000x more than the budget I have for the game)
Before Unity were offering these pricey services, there was info such as this: https://unity3d.com/master-server
But it says that is only compatible with Unity 3.x
I've asked this question 2-3 times already on the Unity Answers site, and there are no answers at all. I've also browsed it for similar questions and all those seem to be unanswered or way out-of-date.
As I stated last time I ask this, I know thatt Rust game is made with Unity. In past, I downloaded (officially from Facepunch, the devs of Rust) the 'Rust Dedicated Server' application, which I ran on my desktop PC (with fibre network connection) and then I was hosting a server in game. The server ran smooth as silk, so for my game I dont think i would need an actual modern server machine or direct internet connection (otherwise, how did Rust manage it??)
So as I say, I have the network functionality all up-n-running. But the last piece of the puzzle is that I'm using Unity's Mulitplayer Service, and this only allows 20 max concurrent players. This isn't quite enough, as I'd like to have at least 50 if possible. Also I would end up running 10-20 of these so that there is a choice of 'rooms'. Ideally I would be able to let people download and run their own just like Rust.
Before I got to this stage, I was trying to make one user become the Client-Host, but I couldn't figure out how the other clients would be able to tell what is the IP address for the host.
Please can anybody help me, I feel like I've gotten the majority of the way there but now I can't get any further by myself.