I'm trying to make a multiplayer game where maximum 4 player could join into a room and shoot some enemy, with default unity network one of the player would be the host+client, but i would like to make a dedicated server and do most of the calculation on the server to prevent cheating.
I'll use UNET to write a "room master", build it as standalone, when a client request to join from server, server will run a "room master" instance with -batchmode -nographics, player will join the game and room master will do all the calculation in the game.
There are several question and answer on this topic, but I don't seems to found a answer if this is a good approach at all.
My question is :
1) Is this a good approach?
2) will it be heavy on server side to run like 100 instance like this?
3) As I know we can't have our own game logic running on Photon's dedicated server, am i right on this?
4) On Unity multiplayer service, will my "room master" considered a CCU?
Any advised will be great, thanks in advance.