This is precisely what I am currently working on with the integration of Master Server Kit in CCG Kit. Consider a game using the Network Manager available in UNET's high-level API. You create new games or join existing ones by using the appropriate matchmaker functions. The way to migrate this to Master Server Kit basically boils down to: - On the client side, replacing UNET's matchmaking function calls with the equivalent ones in Master Server Kit. - On the client side, updating the network manager's IP address and port number with the values returned by the Master Server Kit's matchmaking function (which will correspond to the spawned/joined game server instance) and call networkManager.StartClient(). - On the server side, updating the network manager's IP address and port number with the appropriate values for the spawned game server instance and call networkManager.StartServer(). This works in CCG Kit today, with no other changes to the game's networking code (please note this code was written to be server-authoritative to begin with). I will document the entire process once I have finished with the work on this area, but hopefully this gives you a high-level overview of what it looks like.