multiplayer-netcode
Multiplayer networking engineering for Unity and C# games - deciding whether multiplayer is worth its cost, topologies (authoritative client-server, host-client, peer-to-peer, relay), choosing a networking library (Netcode for GameObjects, Mirror, Fish-Net, Photon and others) by criteria, authority and ownership, state synchronisation vs RPCs vs events, tick rate and snapshot interpolation, client-side prediction and reconciliation, lag compensation basics, bandwidth budgets, determinism pitfalls, serialisation, anti-cheat basics, lobbies, matchmaking and relay services, testing under simulated latency and loss, debugging desync, and keeping single-player code separable. Load when adding or evaluating multiplayer, designing network architecture, syncing gameplay state, or debugging lag, desync, or cheating.
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