I'm making a game in Unity. I've made a NodeJS server that acts as a match-maker/lobby.
Once two players have been matched though, I'd like one of them to act as host and maintain game state, while the other player acts as a client - sending through input state and receiving game state. This is primarily to minimize server load and traffic as the game is physics-driven and transfers a lot of transform and physics data.
It doesn't appear there is existing functionality in UnityEngine.Networking to facilitate this type of system, and it's also quite a difficult thing to Google as many use "host" to mean a dedicated game server.
Any leads?
EDIT - I've toyed around with .NET socket libraries but not comfortable enough in what I've seen so far to be convinced I'm on the right track.