Unity Networking - Multiplayer Game Development
Overview
Multiplayer networking for Unity using Netcode for GameObjects, Mirror, or Photon frameworks.
Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType, null-safe coding)
Core Topics:
- •Client-server architecture
- •State synchronization
- •Lag compensation
- •RPC (Remote Procedure Calls)
- •Network variables
- •Matchmaking
Quick Start (Unity Netcode)
csharp
using Unity.Netcode;
public class Player : NetworkBehaviour
{
private NetworkVariable<int> mHealth = new(100);
public override void OnNetworkSpawn()
{
if (IsOwner)
{
// Only owner can control
HandleInput();
}
mHealth.OnValueChanged += OnHealthChanged;
}
[ServerRpc]
void TakeDamageServerRpc(int damage)
{
mHealth.Value -= damage;
}
[ClientRpc]
void ShowDamageEffectClientRpc()
{
// Visual feedback on all clients
}
}
Network Architecture
- •Authoritative Server: Server validates all actions (competitive)
- •Client Authority: Clients control own entities (cooperative)
- •Relay Servers: NAT traversal for peer-to-peer
- •Dedicated Servers: Professional hosting
Synchronization Patterns
- •Transform Sync: Position, rotation interpolation
- •Network Variables: Automatic state replication
- •RPCs: Remote method calls
- •Ownership: Who can modify what
Best Practices
- •Server authority: Prevent cheating
- •Client prediction: Smooth movement
- •Interpolation: Handle lag gracefully
- •Bandwidth optimization: Delta compression
- •Test with network simulation: Latency, packet loss