Is it possible to have separated projects for both client and server in Unity3D by using UNet?
As far as I have seen it seems to be impossible, Unity3D official documentation is not much clear on that topic and have found zero examples or articles about that.
If you use the NetworkManager provided by Unity3D there is a lot of coupling of server side logic and game client logic, is it possible to separate this into two different projects? Server side should be just a headless server and client should be the normal game client without all the server logic. If it is possible, how should it looks like?