Deterministic Multiplayer Framework Pro
A server-authoritative, tick-based multiplayer foundation for Unity 6 URP. Set up a working online game in a few clicks, with no coding and no third-party netcode install.
by United Games Studio
Price History +
Everything, in one package.
Pro is the complete Deterministic Multiplayer Framework — the entire free
foundation plus the large-scale, rendering, vehicle, and MMO systems layered on
top. One import. Nothing else to buy, nothing else to install.
The foundation solves correct, cheat-resistant multiplayer: a deterministic
server-authoritative tick loop, client prediction with velocity-scaled
reconciliation, lag compensation with server-side hit rewind, buffered remote
interpolation, server-validated combat, networked NPC AI, factions, and death
and respawn. Pro solves what happens next, when you want hundreds of entities,
large worlds, persistence, and a real game economy running on top of it.
Set up in a few clicks with the Build My Game wizard. No coding, and no
third-party networking package — a UDP transport is bundled and is the default
online path.
READ THIS BEFORE YOU BUY
Pro is a systems library, not a content pack.
It ships no character models, no animations, no audio, and no authored levels.
Genre setups build reference scenes from primitives so you can see the systems
running and then replace the visuals with your own. Everything you are paying
for is engineering: simulation, networking, rendering, and gameplay systems
that work at scale.
ALREADY HAVE THE FREE VERSION?
Pro contains everything the free package does. Import Pro into the same project
and it updates the framework in place — your scenes, prefabs, and configuration
keep working.
THREE GENRE SETUPS
Co-op Survival — wave and threat pacing, shared objectives, base structures.
Battle Royale — shrinking play zone, match flow, elimination scoring.
Extraction Shooter — insertion, loot runs, extraction points, match state.
Each is generated by a guided setup that wires the scene, installs the game
mode, and leaves you a running reference to build on.
Configuration presets for MMORPG, Space MMO, and Sandbox tune interest radius,
tick policy, player and NPC budgets, and which Pro systems are enabled for
those kinds of game. These presets configure the framework; they do not ship a
reference scene the way the three genre setups above do.
LARGE-SCALE SIMULATION
Spatial-hash area of interest — Burst-compiled jobs with Morton-code spatial
ordering decide what each client needs to know about, so bandwidth and CPU
scale with what players can actually perceive rather than with world size.
Replication tiering — entities replicate at different rates by importance and
distance instead of everything updating at the same cost.
World zones — partition a large world into zones with their own state, plus
zone handoff for moving players between server processes as they cross
boundaries.
Adaptive simulation — the tick pipeline degrades gracefully under load instead
of collapsing.
Bandwidth telemetry — per-connection byte rates and snapshot costs, so you can
measure before you optimise.
GPU RENDERING SUITE
BatchRendererGroup rendering with Burst-compiled frustum and occlusion culling
jobs, vertex-animation-texture (VAT) crowd animation, automatic LOD, and a
hybrid render router that moves entities between individual renderers and
batched rendering as they gain and lose importance. Built for drawing large
crowds without a draw call per entity.
VEHICLES AND SPACECRAFT
Server-authoritative vehicle simulation with a planetary and volumetric gravity
system — planetoid gravity sources, volume gravity, and placement exclusion
zones — so spacecraft and surface vehicles share the same authoritative
movement model. Reconciliation tolerances scale with velocity, so high-speed
craft predict smoothly instead of snapping to the host.
MMO GAMEPLAY LAYER
A complete set of server-authoritative gameplay systems, each running as a
simulation phase and configured through ScriptableObjects:
Inventory and equipment. Stats and skills with a skill catalog. Resource
gathering and crafting. Loot entities. Territory control. Zone ownership and
zone threat. Deployables and core structures. Respawn selection driven by zone
ownership.
These are simulation systems with a documented API, not a finished game. You
compose them into your design.
BACKEND ADAPTERS
NATS messaging and PostgreSQL persistence, with a simulation-snapshot writer
for durable world state. Client libraries are bundled.
ARCHITECTURE
Systems talk through well-defined interfaces rather than tangled direct
references. Pro systems install through a module installer, run as simulation
phases, and can be enabled individually. Use the parts you need; the rest costs
you nothing.
The netcode layer is a swappable adapter. The bundled UDP transport is the
default, and a FishNet adapter is included and auto-detected if you install
FishNet.
Full C# source included, with an automated Editor test suite covering
ownership, session lifecycle, input validation, reconciliation, and lag
compensation.
REQUIREMENTS
Unity 6 or newer, Universal Render Pipeline (URP).
Requires the Unity Input System package. This framework does not support the
legacy Input Manager. Active Input Handling must be set to "Input System
Package (New)" or "Both".
Required Unity packages, installed automatically via Package Manager and not
redistributed by this asset: Input System, Newtonsoft Json, Mathematics, Burst,
Collections, and uGUI. Installing the Input System may prompt Unity to restart
the Editor.
WebGL is not supported for online play on the bundled transport.
NOT INCLUDED
Character models, animations, audio, level art, matchmaking, dedicated server
hosting, or account services. Pro provides the systems; you provide the game.
THIRD-PARTY SOFTWARE
This asset uses LiteNetLib under the MIT License, NATS.NET under the Apache
License 2.0, Npgsql under the PostgreSQL License, and StackExchange.Redis,
Pipelines.Sockets.Unofficial and .NET runtime libraries under the MIT License.
See Third-Party Notices.txt in the package for details.