I'm trying to understand the Client-Server architecture multiplayer games.
I am developing a multiplayer game using Unity and SignalR. There should be Lobbies in the game and the game should start when every user in the lobby is ready. I can easily do this part with SignalR. There is no operation I need to do with unity on the server side for this part. In the gameplay part of the game, after listening to user inputs from an application on the server side and moving the character left and right, I need to give the users information like this character is here now. This means that one server application must be running. I need a unity project for this. For example, I created a stage called Server where there is only a game and I created an exe for it. When the lobby is ready, I run a new one from this exe and send the information about the group to this exe. But in this case I need to say run a new exe for each group. Does this client-server process work like this? Or do I need to use a different logic?