I'm having a hard time wrapping my head around the right workflow for Entity Groups (used for guilds/clans in my instance) . My game is running in Unity alongside a custom authoritative server in .NET Core. My initial thought is to have the client send a message to my custom server when they're attempting to create a guild and have the server communicate it to PlayFab, and then send information back to the client once it's received from PlayFab's end.
Would I be able to skip the back and forth communication with my server and have the client communicate directly with PlayFab? The server would still need to know about the player's guild state, so I'm not sure how secure it would be to have that information sent from the Client after it receives a response from PlayFab.
The other option I suppose would be to log in each player to PlayFab on the server side as well, so that groups can be created on that side. Side note that currently my server doesn't keep track of logins directly and I'm not sure how viable that is. As it is, PlayFab only handles registrations and logins on the client side and then sends the Session Ticket of users to my server.
Thanks!