Unity’s multiplayer capabilities enable you to host countless players in the same project, locally or through networked servers. This feature makes Unity a powerful platform for multiplayer game development.
Creating unity multiplayer games requires more work than setting up a simple project. You need to think over many aspects – from choosing between Netcode for GameObjects and Unity Transport to implementing dedicated servers. Popular solutions like Mirror, Fishnet, and Photon PUN2 come with unique capabilities. Some free options support up to 20 concurrent users.
Your journey can range from building a simple LAN-based game to crafting complex multiplayer experiences with matchmaking services. We’ll walk you through each step clearly. This piece shows you how to turn your game development services into multiplayer adventures using Unity’s robust tools and packages, like Stepico.
Understanding Unity Multiplayer Basics
Unity’s multiplayer framework gives developers network topologies that match different game types and needs. The framework’s core supports two main network architectures: client-server and distributed authority.
Developers can choose from three distinct client-server approaches. Dedicated servers run the main simulation and control all game aspects. These servers deliver better performance and let clients predict game states more accurately. On top of that, listen servers work in a similar way but share the same process as a game client. This creates an affordable solution, though it might not perform as well. Players’ computers can also connect directly through peer-to-peer networks without needing servers in between.
Game creators can use Unity’s networking libraries for everything from casual co-op games to competitive action titles. The framework has key parts like Unity Transport, a basic networking library that powers Netcode for GameObjects and supports custom solutions.
Network delays and performance factors affect multiplayer gameplay substantially. Data packets take time to travel back and forth, measured as round-trip time. Changes in network delays show up as jitter. Games process and handle data at a specific tick rate, which affects how quickly hits register.
Unity makes the player experience better through several clever techniques:
- Client-side interpolation smooths object state transitions
- Dead Reckoning predicts future object positions
- Lag compensation recreates precise world states
The Boss Room sample project shows how these ideas work in practice. Players can connect through IP or Unity Relay transport systems, says the Unity website. Unity Relay lets clients and hosts connect directly without setting up port forwarding. This project brings together vital services:
- Authentication
- Lobby systems
- Relay services
Unity gives developers adaptable solutions through its Netcode packages and Multiplay Hosting. These tools ensure games run smoothly with low latency and stop cheating. The framework’s Matchmaker services help connect players based on specific rules.
Developers who think over these basics can build resilient multiplayer experiences that balance performance, reliability, and keep players engaged.
Setting Up Your First Multiplayer Project
Unity multiplayer projects start with package installation and simple component setup. The Package Manager opens through Window > Package Manager. You’ll need to install the Multiplayer Tools package by entering com.unity.multiplayer.tools.
Your multiplayer game needs a solid foundation. Create an empty GameObject and name it “NetworkManager”. Add the NetworkManager component that controls all netcode-related settings for your project. Unity Transport serves as your communication layer between server and clients.
The player connections work through a player object that spawns for each connected player:
- Add a NetworkObject component to your player GameObject
- Convert the player object into a prefab by dragging it to the Prefabs folder
- Assign this prefab to the Player Prefab field in NetworkManager
Player input components like PlayerInput or CharacterController should be disabled on the prefab. The local client’s PlayerObject enables these components with this code structure:
private void Awake() {
m_PlayerInput = GetComponent<PlayerInput>();
m_PlayerInput.enabled = false;
}
public override void OnNetworkSpawn() {
m_PlayerInput.enabled = IsOwner;
}
Scene management settings affect PlayerObject spawn timing. Objects spawn right after connection approval without scene management. With scene management enabled, spawning happens after the original synchronization.
The game finds specific PlayerObjects through NetworkManager.LocalClient.PlayerObject for local player references. Server-side operations access player objects via NetworkManager.Singleton.ConnectedClients[clientId].PlayerObject.
Unity’s Multiplayer Services SDK manages player groups through sessions and provides uninterrupted integration with either Netcode for GameObjects or Netcode for Entities networking libraries. This framework helps you define player interactions and maintain connections during gameplay sessions.
Implementing Core Networking Features
Netcode for GameObjects offers three main ways to sync game states in multiplayer networks. The messaging system lets you send and receive events while it handles serialization of primitive value types. NetworkVariables take care of state sync between connected and late-joining clients, and they support non-nullable value types and INetworkSerializable implementations.
Unity provides NetworkTransform components that sync position data from server objects to clients to make player movement work smoothly, says GameDev. ClientNetworkTransform works better for owner-client authority because it lets player-owned objects send their positions to the server.
You can implement server authority by following these steps:
- Model full game state on backend servers
- Use clients as viewports
- Enforce rules and validation
- Implement cheat prevention measures
Remote Procedure Calls (RPCs) create direct communication channels between servers and clients. RPCs with SendTo.Server let clients interact with world objects, while SendTo.SpecifiedInParams helps servers send player-specific information.
Multiplayer features need specific testing approaches. Multiplayer Play Mode lets developers test up to four players at once on the same device. Testing with artificial network conditions helps spot potential risks:
- Test with 100-150ms latency for desktop platforms
- Use 200-300ms latency for mobile platforms
- Include 5-10% packet loss in testing scenarios
Player sessions need unique identifiers that last through disconnections. Login systems or Globally Unique Identifiers (GUIDs) from System.Guid.NewGuid() work well. Players can reconnect and get their data back correctly.
Unity Transport package provides reliable foundations for low-level networking. It supports both Netcode for GameObjects and custom solutions. Developers can create consistent multiplayer experiences across all connected clients by implementing these core features carefully.
Conclusion
Building multiplayer games in Unity needs a good grasp of network architectures, optimization techniques, and core networking features. Unity’s complete tools and packages help developers create engaging multiplayer games that work for all types of games.
Your choice of networking solution plays a crucial role in success. Unity gives you the framework to handle player connections, state synchronization, and network communication. This works great whether you pick dedicated servers for competitive games or peer-to-peer connections for more relaxed gameplay.
Setting up basic features and adding advanced ones like NetworkVariables and RPCs might look tough at first. But Unity’s built-in testing tools make it easier to verify your multiplayer setup. Your game will perform better across different network scenarios if you test it with artificial network conditions.
Creating multiplayer games takes time and iteration. The best approach is to start with simple features and test them well. You can add complex features as you get comfortable with Unity’s multiplayer framework. A solid plan and good implementation will create multiplayer experiences that players love to come back to.