I have a game I developed in XNA (as the client) and a server (that's has little dependency with XNA, which can easily be removed). Currently I don't want to continue developing my XNA game, since it's getting a bit out of hand, and unity can help me a lot in the game (I even implemented my own ECS system for my xna game as a project, which can directly translate to how unity fits my game).
I want to rewrite the client using Unity, but I have some question about the networking there.
As far as I've read, unity uses some kind of P2P networking, or more like that a Unity game acts as both the server and the client and other clients can connect to the server that runs through a unity game, rather then be communication with external servers, meaning that if I want to use my current server, I would have to implement all networking, like I did in XNA.
Are there any tools in unity that do support external servers? I do want to keep the client seperated from the server, with the exception of shared libraries (like I did in my game).
Would you suggest completely moving the server to the unity networking library, or is it not something unusually to not use the unity networking library?