Looking at all the available options for unity networking lately, whether its UNET or Photon it appears to be that most developers are not using authoritative server logic or dedicated servers. Is there a reason why? I feel like I'm missing something. Cost? Ease of development? Lack of tools? These were two things I absolutely wanted for my current project but after exploring both it seems I'm losing out on a lot of other functionality. Whether its master servers or matchmaking. It seems any SDK with a feature set uses peer to peer / client as host models. This seems very problematic with regards to cheating. It seems almost all the tutorials are using client authority, even official unity demos, which just seems problematic. Am I wrong to put so much importance on server authority? Should I stop trying to fight the system or have I overlooked an obvious solution? Any input and thoughts are welcome.