Multiplayer Prototype (Work In Progress)

Lobby setup and player spawning (Main View)

Host wins and rematch system activates

Player 2 wins, host triggers rematch flow
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.