I saw Unity's Multiplayer service page, and I'm completely confused:
Can I use Unity's high-level networking API (NetworkManager / NetworkManagerHUD) in a published game without paying for Unity Matchmaker and the Relay servers (whatever those are)?
I have my own cloud-based VM that I want to run a dedicated server on. My project is just a small game I would play with my friends (nothing commercial or large-scale). I want to run a published copy of that game in dedicated server mode on my VM, and have my friends run their published client copy and connect to the server via the NetworkManager.
Can I do that for free? I don't mind if my friends have to manually enter the server's IP and port in their game copy using the NetworkManagerHUD. Would them doing so count as a "CCU" (limit of 20 for Unity Personal)? Would that use Unity Matchmaker bandwidth ($0.49 / GB, not even available for Unity Personal)?
Any clarification would be appreciated! :)