title: Can I use the Unity networking HLAPI without paying for the Unity Multiplayer service?
body: <p>I saw Unity's <a href="https://unity3d.com/services/multiplayer" rel="noreferrer">Multiplayer service page</a>, and I'm completely confused:</p>
  
  <p>Can I use <a href="http://docs.unity3d.com/Manual/UNetUsingHLAPI.html" rel="noreferrer">Unity's high-level networking API</a> (NetworkManager / NetworkManagerHUD) in a published game without paying for Unity Matchmaker and the Relay servers (whatever those are)?</p>
  
  <p>I have my own cloud-based VM that I want to run a dedicated server on. My project is just a small game I would play with my friends (nothing commercial or large-scale). I want to run a published copy of that game in dedicated server mode on my VM, and have my friends run their published client copy and connect to the server via the NetworkManager.</p>
  
  <p>Can I do that for free? I don't mind if my friends have to manually enter the server's IP and port in their game copy using the NetworkManagerHUD. Would them doing so count as a "CCU" (limit of 20 for Unity Personal)? Would that use Unity Matchmaker bandwidth ($0.49 / GB, not even available for Unity Personal)?</p>
  
  <p>Any clarification would be appreciated! :)</p>