Working on creating a standalone Unity server solution to work with Amazon GameLift. I'll post here with my findings, in case anyone decides they want to do a dedicated server multiplayer game in Unity. Currently, Unity and Photon only offer P2P or pseudo-P2P solutions out of the box. Unity has had "Standalone Network Server" on their backlog for almost 2 years and it hasn't released yet, so I gotta go through some hoops. My initial impression is that Photon offers a pretty nice solution, with bit level compression, authoritative logic with some sort of "spoofed" peer, relay, matchmaking, etc. and they have some of the best pricing for their services. Photon, however, rents physical servers and shares hosting your game on those physical machines alongside other games, that's how they are able to offer such good rates. They don't offer the scalability and reliability of AWS. GameLift also hooks into other AWS services easily and uses the same credentials / identity pools, which makes authentication, db retrieval, server access, etc etc very secure and easy to set up and maintain. It is a little more expensive than Photon but you get what you pay for. The only downside to GameLift is figuring out how to run a dedicated server, because that's all they support right now. You have to provide them with a server binary that they can virtualize. And unfortunately, Unity hasn't delivered an out of the box standalone server deployment. So, I'm going to attempt to build a server binary that can authoritatively drive hundreds of game sessions per instance using Unity's network framework.