CouchNET – Multiplayer Framework for Local & Online Co-op
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CouchNET is a Unity networking framework designed for hybrid Couch Co-Op and Online multiplayer, letting local split-screen and remote players seamlessly share the same codebase.Local + online co-op. One network model."Say you’re making a two-player split-screen game. With CouchNET, those two players can stay on the same PC, or other players can join the same game online. You don’t need to rewrite your gameplay or build a separate online multiplayer system."CouchNET is a networking framework for Unity built for games where multiple players can share the same machine and play online in the same session.Two players on one PC. Two more joining from another. Each player still has their own identity, input, ownership, and network state.BUILT FOR LOCAL + ONLINE CO-OPRun multiple local players on the same PC while connecting them to players on other machines.Multiple Players Per MachineLocal and remote players use the same gameplay architecture, reducing split-screen-specific networking code and connection-to-player glue.Unified Player ModelEach player keeps their own identity, seat, and ownership even when several players share one network connection.Player Identity & OwnershipDeclare RPC methods with attributes while CouchNET generates the networking wrappers and serialization code at compile time using Mono.Cecil.RPC Code GenerationSynchronize networked state with tick-based updates, batching, snapshot buffering, and interpolation support.State ReplicationSpawn, despawn, identify, and transfer ownership of networked objects across the session.Network Objects & OwnershipKeep connected players coordinated through scene transitions and world synchronization.Scene SynchronizationRecover disconnected players while preserving their logical player identity and session state.Session RecoveryEfficient transform synchronization with delta updates, quaternion compression, interpolation, and teleport handling.Network TransformTransport Independent Core CouchNET's gameplay layer stays separate from the transport implementation.Includes LiteNetLib networking and an in-process Loopback transport for local host communication and testing.LiteNetLib + LoopbackCustom inspectors, validation, runtime network information, and debugging tools built directly into the Unity workflow.Unity ToolingCouchNET is engineered around a decoupled Peer & Player Endpoint architecture that natively supports both local multi-player (split-screen) and online multiplayer within the exact same codebase. Physical network connections (CouchPeer) and in-game player actors (CouchPlayer) are maintained separately, allowing multiple local players on a single machine to seamlessly join online sessions without custom split-screen hacks or conditional networking wrappers.CouchNET comes complete with low-latency LiteNetLib UDP transport, an in-memory Loopback transport for instant local testing, a Session Recovery service for reconnecting dropped players, and scene synchronization utilities. The package is fully modular with Assembly Definitions, 100% self-contained with zero mandatory dependencies, compatible with Unity 2021.3 LTS through Unity 6+, and includes engine-native custom dark-mode inspectors for real-time object validation and topology debugging.AI tools were used during the development process for code refactoring assistance, documentation drafting, localization, and generating marketing material assets. All core architectural logic, IL weaving routines, and runtime scripts were thoroughly reviewed, manually verified, and tested within Unity.





