Heyo everyone. My apologies for the double post, I realized I posted this same question in the wrong section of the forums (multiplayer tools), so I am moving it here. I wanted to ask the greater Unity community for your input on what network framework would be better for a speculative game I am working on. For context, I want to create a small-medium-sized open-world naval / pirate game where multiple players will be interacting with other players and the game world via naval, ranged, & melee combat, as well as gathering materials in the game world itself. There will be lots of network game object projectiles and fast-paced action. I want the servers to be dedicated and that the game itself provides and it is not hosted by the players / clients and the server size to be a maximum of 100 players. I am aware that Unity Gaming Services is more for smaller games but I am wondering if it is now powerful enough to manage a good-sized server amount especially with their latest releases and updates they have been doing. What would be the best approach for my preferred multiplayer scope? Can I get away with just using UGS or should I use another framework instead? I would love to hear any recommendations or comments. Thanks for reading!