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Multiplayer Prototype

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 was a short, focused learning exercise to understand the fundamentals of Unity's Netcode for GameObjects. It served as a basic multiplayer testbed to grasp concepts like networking architecture, player syncing, authoritative logic, and match flow. The goal was to quickly build, test, and learn within a defined scope.

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.

Learning Objectives

  • Learned and applied core concepts of multiplayer programming in Unity.
  • Practiced network-safe architecture, separation of responsibilities, and modularity.
  • Experimented with client-server logic and latency handling.
  • Gained experience by iteratively breaking, fixing, and improving networking logic.

What I Learned

  • 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.

Project Outcome

The project was completed as a successful foundational exercise. While the code is intentionally simple and not designed for a production environment, it provided invaluable hands-on experience with core networking challenges. The lessons learned here will be applied to more complex and polished multiplayer games in the future.

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