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Yes, as far as I know, running a headless version of the game (Unity in "batch mode") is how a lot of (most?) games do dedicated authoritative servers, otherwis
by ezekg 8y ago
Yes, as far as I know, running a headless version of the game (Unity in "batch mode") is how a lot of (most?) games do dedicated authoritative servers, otherwise your server wouldn't actually be running the same game. Or am I misunderstanding something?
- meheleventyone 8y agoYou don’t strictly need to have the same codebase for client and server. If you’re making a slower paced game it’d be wasteful to burn processing power running the full Unity runtime.