title: Unity UNet MMO-style dedicated server methodolgy
body: <p>We're creating an MMO style virtual campus for our institution and I need some advice on best practices and implementation with regards to using UNet. I've come to the conclusion after reading up that I should probably use one project with a separate scene for the server build. So I set that up and it runs and starts a dedicated server immediately. The game scene then automatically connects but the player isn't getting instantiated even though it's added in the network manager. The server scene is just a blank scene with a UNet network manager component.</p>
  
  <p>My view on the situation is that for a better user experience, the game scene and all user interaction should happen client-side then update the server, then the server updates the other clients. (Feel free to shoot this down). </p>
  
  <p>If the above is on the right path, then how would the server scene be setup to be a ghost and not actually process any information?</p>
  
  <p>Would it be beneficial to write a script that sends certain variables to the server rather than using the UNet networking components, as I think they sync the whole object? </p>
  
  <p>Does UNet allow that kind of functionality where the server just acts as an intemediary to update clients rather than being the full instance of the game?</p>
  
  <p>I think what I'm really getting at is, <strong>what is the best method for creating an MMO style, dedicated, headless, networking setup with UNet?</strong></p>