You may not be familiar with building a multiplayer game using P2P connection, because the most popular approach involves setting up client and server as a separate entity. In this situation client is the game itself and the server is an application that contains server-side logic, connects all the players together and protects them from cheaters.
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P2P is more or less the default for unity. Unless you go out of your way, if you use UNet or Mirror (can't speak for newer Unity Networking), you will be using P2P by default. It's all pretty standard stuff really, it tends to be easier to set up a networked game to use P2P than dedicated server, since you don't need to worry about a separate server component and paying for physical servers.
About sending strings instead of Vector3 et.al. what you need is a lower level library. Forgetting the mobile network for a moment, for a list and comparison of .NET libraries you could use in unity, have a look at BenchmarkNet (which I mention in a linked question). Yet, for P2P on a mobile network, on Unity, I don't know what to Recommend.
A guide on how to integrate Steam’s P2P multiplayer in your Unity game. Steamworks has great features like matchmaking and P2P network communitcation, especially noteworthy for smaller and less-competetive games. The only requirement is a Steam App ID, which is granted for a greenlit game or a game approved by Valve itself.
Hey all, I have done some research on multiplayer using unity. I am looking for a peer to peer solution. However unity has recently redone their …
Boss Room is a small scale cooperative game sample project – built on top of the new Unity Networking Core library – designed to help you explore the concepts and patterns behind a multiplayer game flow.
You're completely right, new Unity Networking allows you to create kind of P2P multiplayer where one client is server. Documentation can be found here: http://docs.unity3d.com/Manual/UNetOverview.html. In the unity networking system, games have a Server and multiple Clients.
Non-authoritative implementation using P2P architecture. In this tutorial I present the implementation of a multiplayer game played over the network using a non-authoritative P2P approach. The game is a deathmatch arena where each player controls a ship able to shoot and drop bombs.
I'm having trouble with the Steamworks API for Unity. I want to create a prototype of steam's P2P multiplayer system as described by this article … Press J to jump to the feed.