We have only touched the surface of what you can do with networking. If this interests you, I recommend you look closely at the Unity manual and go through their tutorials too. As we mentioned at the beginning of this chapter, a good place to start is the Unity Networking Concepts document (http://docs.unity3d.com/Manual/UNetConcepts.html).
It's important to understand Peer-to-Peer versus Client-Server versus Dedicated Server networking architecture. As we've seen, by default Unity Networking is Client-Server, with a player as the host Server (the player is also its own Client). You also have the option of setting up with a dedicated server running Unity as a standalone player in headless mode.
Some other networking topics and issues include:
- Synchronizing other serializable state variables (https://docs.unity3d.com/Manual/UNetStateSync...