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Multiplayer Prototype (Work In Progress)

Lobby & Game Setup

Lobby setup and player spawning (Main View)

Technologies

  • Unity Netcode for GameObjects
  • C#

Timeline

June 19th 2025 - Present

Role

Solo Developer

About the Project

This project is a personal learning space where I'm actively exploring Unity's Netcode for GameObjects. It's a basic multiplayer testbed focused on understanding networking architecture, player syncing, authoritative logic, and match flow. Everything here is a work in progress, evolving as I get more comfortable with the tools.

Technical Highlights

  • Initial setup of spawn logic, prefab management, and ownership assignment.
  • Basic health syncing and damage reporting via NetworkVariables and RPCs.
  • Functional dash system with server-side validation to maintain fairness.
  • Early version of rematch logic and networked game state transitions.
  • Client-specific UI testing: health bars, name display, and victory screen toggling.

Development Focus

  • Learning and applying core concepts of multiplayer programming in Unity.
  • Practicing network-safe architecture, separation of responsibilities, and modularity.
  • Experimenting with client-server logic, latency handling, and prediction.
  • Iteratively breaking, fixing, and improving networking logic through trial and error.

What I’ve Learned So Far

  • RPCs vs. NetworkVariables: when to use each and common pitfalls.
  • How to avoid spaghetti code in networked player controllers.
  • The importance of server authority and trust boundaries.
  • Why UI and logic should be decoupled in multiplayer games.

Next Steps

I plan to gradually refactor systems to be more modular and readable (right now stuff is horribly coupled and thrown together). I’m also looking to add proper lobby flow, a clean rematch transition, and smoother player handling. Eventually, I’ll rebuild this into a proper competitive mini-game once I’ve ironed out the core networking logic.

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