Hello everyone. So, made a lot of advancements in understanding UnityNetworking and how the server is supposed to work. I'm running the server instance on the client for development and it's making my life much easier. So, to the questions:
1) Obviously, the client app isn't supposed to contain the server logic. Is it possible to build a client and server app safely from the same unity project? Any best practices?
2) More specific sub-question of the above one. When building an unity project, what happens to unused libraries or code/logic? Will Unity do a scan and ignore files that are not being called by scenes or scripts?
3) If not, is it possible to manually exclude certain code (so, i'd only build with the client code or server code)? And if not, at which point I assume I need two separate unity projects, any tips on that? Considering I cannot run two unity projects at once, it seems very difficult to do local testing.
4) If I build my app (that contains both client and local playfab server) - does the server actually work on devices such as ios/android? I've built my working app and tried on android emulator and it failed to connect, I haven't looked much into it yet (need a way to debug or see what's exactly happening) but figured I would ask just in case I'm wasting my time. Can someone maybe point me in the right direction of how I can efficiently solve/debug issues on app builds, that'd be appreciated (otherwise I guess I'm gonna make some UIText and print errors there).
I am aware many of these questions may be unity releated, but I've had much better experience in these forums instead. Thanks!