Deterministic Multiplayer Framework
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 +
The hard half of multiplayer, already built.
Most multiplayer starter kits hand you a networking library and leave the hard
parts to you: keeping every player in sync, deciding who is authoritative about
a hit, and stopping cheaters. This framework gives you that foundation already
built, networked, and cheat-resistant, so your time goes into your game instead
of netcode plumbing.
SET UP IN A FEW CLICKS — NO CODING
Import the package and open the Framework Manager. The Build My Game wizard
walks you through a short checklist, builds the scene, and wires everything up.
A few clicks later you press Play, click Host, and you have a running
server-authoritative multiplayer game with a join code your friends can use.
No coding at any point. No third-party networking package to buy or install —
a UDP transport is bundled and is the default online path, with UPnP and STUN
so join codes work across the internet without relay fees.
READ THIS BEFORE YOU BUY
This is a multiplayer foundation, not a finished or polished game.
Characters are capsule primitives with simple materials. The package ships no
character models, no animations, no audio, and no level art — the only included
art is a health-bar UI. What you get is the simulation, the netcode, and the
architecture underneath a game, all working and all covered by an automated
test suite. The look of your game is yours to build on top.
If you want a playable game you can reskin, this is not that. If you want the
multiplayer engineering solved so you can focus on your actual game, this is
exactly that.
HOW IT WORKS
A deterministic, fixed-step simulation runs on a tick loop with a
server-authoritative model. Clients send input. The server runs the simulation
and decides outcomes. Results replicate back to everyone.
It is the same architecture competitive shooters and MMOs use to stay fair and
consistent under latency — here it is already wired up and running.
TWO PLAYABLE TEMPLATES
Arena Shooter — a live server-authoritative multiplayer game. Host or join with
a code, move, shoot, and fight networked NPCs. Runs on the bundled transport
with no extra install.
Offline Prototype — the same systems running single-player with no networking
at all. The place to learn how everything fits together before you go online.
WHAT'S INCLUDED
Deterministic tick loop — a fixed-step simulation heartbeat at a tick rate you
choose (30 Hz default, fully configurable for anything from a 10 Hz persistent
world to a 60 Hz shooter). The same inputs always produce the same result.
Server-authoritative movement — responsive under latency through client
prediction and server reconciliation, without ever trusting the client.
Reconciliation thresholds scale automatically with velocity, so a 100 m/s
vehicle predicts as smoothly as a walking character. No teleport or speed
cheats.
Lag compensation — when a client fires, the server rewinds every other entity
to where that client saw them at their fire tick and resolves the hit against
those positions. Players do not have to lead their targets by their own ping.
The compensation window is bounded and configurable per genre.
Smooth remote players — incoming snapshots are buffered and interpolated
between two known states rather than extrapolated, so remote players do not
overshoot and snap back when they change direction. Bounded extrapolation
covers packet loss.
Server-validated combat — hitscan and projectile weapons, plus melee, all
resolved on the server against authoritative positions. Clients cannot fake a
hit. All client input is range-clamped and sanitised server-side.
Networked NPC AI — a ready-made enemy with chase, melee, and wall-climb
behaviour, simulated on the server and replicated to every client.
Factions — assign players and NPCs to teams with friendly, hostile, and neutral
stances.
Death and respawn — full death detection and respawn scheduling, built in.
Pluggable gravity — swap uniform gravity for custom sources without touching
movement code.
Session handling — clients detect when the host leaves, stop cleanly, and
report why instead of continuing in a dead session.
Test under real conditions — inject latency, jitter, and packet loss from the
Inspector and test your game at 200 ms and 5% loss without leaving the Editor.
Stability systems — area-of-interest filtering and time-dilation safety keep
the simulation stable under load instead of breaking.
DATA-DRIVEN — NO CODE REQUIRED
Weapons, factions, NPC behaviour, and movement are authored as
ScriptableObjects. Duplicate an asset, change the numbers in the Inspector,
press Play. You can build and balance an entire game without writing a line of
code.
CLEAN, EXTENSIBLE ARCHITECTURE
Systems talk through well-defined interfaces rather than tangled direct
references. Add your own simulation phases, swap implementations, or build on
top.
The netcode layer is a swappable adapter. The bundled UDP transport is the
default, and a FishNet adapter is included for developers who already use
FishNet or want its feature set — install FishNet and the framework detects it
automatically. You are not locked to one networking library.
Full C# source included.
DOCUMENTATION
A beginner-friendly guide covers the core concepts, both templates, scene
setup, customisation, and troubleshooting. Written for developers who have
never built a networked or deterministic game before.
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.
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.