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.Everything for this framework was built using URP in mind and is using features that are specific to URP for performance and scalability in mind. Future versions of the framework will work towards including HDRP. Server-authoritative simulation for Unity 6. Works with any netcode.The hard half of multiplayer, already built.Most multiplayer starter kits hand you a networking library and leave the hardparts to you: keeping every player in sync, deciding who is authoritative abouta hit, and stopping cheaters. A networking library moves bytes. It does notdecide who is right. That decision layer is what this framework is, and it isalready built, already running, and already cheat-resistant.SET UP IN A FEW CLICKS — NO CODINGImport the package and open United Games Studios > Framework Manager. The BuildMy Game wizard walks you through a short checklist, builds the scene, and wireseverything up. A few clicks later you press Play, click Host, and you have arunning server-authoritative multiplayer game with a join code your friends canuse.No coding at any point. No third-party networking package to buy or install —LiteNetLib (UDP) is bundled and is the default online path, with UPnP and STUNso join codes work across the internet without relay fees.READ THIS BEFORE YOU DOWNLOADThis is a multiplayer foundation, not a finished or polished game.Characters are capsule primitives with simple materials. The package ships nocharacter models, no animations, no audio, and no level art — the only includedart is a health-bar UI. What you get is the simulation, the authority model, andthe architecture underneath a game, all working and all covered by an automatedtest 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 themultiplayer engineering solved so you can focus on your actual game, this isexactly that.HOW IT WORKSA deterministic, fixed-step simulation runs on a tick loop with aserver-authoritative model. Clients send input. The server runs the simulationand decides outcomes. Results replicate back to everyone.It is the same architecture competitive shooters and MMOs use to stay fair andconsistent under latency — here it is already wired up and running.SEE IT WORKING, NOT JUST RUNNINGThe online templates ship with a teaching overlay that names the feature you arelooking at while you play. Watch prediction correct itself, watch interpolationsmooth a remote player, watch lag compensation rewind a shot. Turn on 200 ms oflatency and 5% packet loss from the Inspector and watch all of it hold.Most frameworks ask you to trust that the netcode works. This one shows you.TWO PLAYABLE STARTING PATHS (FREE)Both are created from Framework Manager > Build My Game. You do not need to huntfor template scenes by hand.Arena Shooter — a live server-authoritative multiplayer game. Host or join witha code, move, shoot, and fight networked NPCs. Runs on the bundled LiteNettransport with no extra install.Offline Prototype — the same systems running single-player with no networkingat all. The place to learn how everything fits together before you go online.Optional FPS sample scenes remain in the package if you prefer to open themdirectly. Build My Game is the supported day-one path.WHAT'S INCLUDEDDeterministic tick loop — a fixed-step simulation heartbeat at a tick rate youchoose (30 Hz default, fully configurable). The same inputs always produce thesame result.Server-authoritative movement — responsive under latency through clientprediction and server reconciliation, without ever trusting the client.Reconciliation thresholds scale automatically with velocity. No teleport orspeed cheats.Lag compensation — when a client fires, the server rewinds other entities towhere that client saw them at their fire tick and resolves the hit againstthose positions. Players do not have to lead their targets by their own ping.The compensation window is bounded and configurable.Smooth remote players — incoming snapshots are buffered and interpolatedbetween two known states rather than extrapolated, so remote players do notovershoot and snap back when they change direction. Bounded extrapolationcovers packet loss.Server-validated combat — hitscan and projectile weapons, plus melee, allresolved on the server against authoritative positions. Clients cannot fake ahit. All client input is range-clamped and sanitised server-side.Networked NPC AI — a ready-made enemy with chase, melee, and wall-climbbehaviour, simulated on the server and replicated to every client.Factions — assign players and NPCs to teams with friendly, hostile, and neutralstances.Death and respawn — full death detection and respawn scheduling, built in.First or third person — choose the perspective when you create your characterand the camera, pivot, and input are wired for you. Inverted vertical look is onby default and configurable.Pluggable gravity — swap uniform gravity for custom sources without touchingmovement code.Session handling — clients detect when the host leaves, stop cleanly, andreport why instead of continuing in a dead session.Test under real conditions — inject latency, jitter, and packet loss from theInspector and test your game at 200 ms and 5% loss without leaving the Editor.Stability groundwork — basic area-of-interest filtering and time-dilationsafety help keep the simulation stable under load instead of breaking.Framework Manager — Build My Game, Workbench, Guided Lessons, and Validation inone place, with a first-run screen that puts you straight into Build My Gamerather than a wall of tabs.Presentation that works offline and online — the same player views, cameras,weapon visuals, and damageable presentation drive Free templates withoutrequiring FishNet.DATA-DRIVEN — NO CODE REQUIREDWeapons, factions, NPC behaviour, and movement are authored asScriptableObjects. Duplicate an asset, change the numbers in the Inspector,press Play. You can build and balance an entire game without writing a line ofcode.CLEAN, EXTENSIBLE ARCHITECTURESystems talk through well-defined interfaces rather than tangled directreferences. Add your own simulation phases, swap implementations, or build ontop.The transport sits behind an interface, so the networking library is yourchoice. Bundled LiteNetLib is the default and needs no extra install. A FishNetadapter is included for developers who already use FishNet or want its featureset — install FishNet and the framework detects it automatically. The simulationand authority layer stays the same underneath either one, so you are not lockedto one networking library.Full C# source included.WANT LARGER GENRES LATER?Free is built to ship a real authoritative multiplayer game (Offline + Arena).Deterministic Multiplayer Framework Pro adds Co-op Survival, Battle Royale,Extraction Shooter, MMO-style plans, and scale systems on the same tick loopand Framework Manager. Everything you build on Free carries into Pro.DOCUMENTATIONGETTING_STARTED.md is written for developers who have never built a networkedor deterministic game. It covers core concepts, both Free starting paths,Framework Manager, customisation, troubleshooting, and how Free relates toPro. A README at the package root maps every document to the question itanswers. Additional docs live under Docs/ (API map, networking default, Arenasmoke test).REQUIREMENTSUnity 6 or newer, Universal Render Pipeline (URP).Requires the Unity Input System package. This framework does not support thelegacy Input Manager. Active Input Handling must be set to "Input SystemPackage (New)" or "Both".Required Unity packages, installed automatically via Package Manager and notredistributed by this asset: Input System, Newtonsoft Json, Mathematics, Burst,Collections, and uGUI. Installing the Input System may prompt Unity to restartthe Editor.WebGL is not supported for online play on the bundled transport.NOT INCLUDEDCharacter models, animations, audio, level art, cloud matchmaking, dedicatedserver hosting, or cloud account services.Free genres are Offline Prototype and Arena Shooter. Co-op, Battle Royale,Extraction, and MMO-scale modules are part of the Pro package.THIRD-PARTY SOFTWAREThis asset uses LiteNetLib under the MIT License, NATS.NET under the ApacheLicense 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.- Server-authoritative, deterministic fixed-step simulation (default 30 Hz, configurable)- Client-side prediction with server reconciliation — tunable threshold, soft blend, hard snap- Lag compensation: server-side position rewind to the client's fire tick, bounded and configurable- Hitscan, projectile, and melee combat resolved server-side against authoritative positions- Networked NPC AI: chase, melee, wall-climb- Snapshot interpolation with bounded extrapolation for packet loss- Area-of-interest filtering and time-dilation stability safeguards- ScriptableObject-driven weapons, factions, NPC behaviour, and movement configuration- Interface-based system boundaries; the transport is a swappable adapter- Bundled UDP transport (default) plus an optional FishNet adapter, auto-detected- First or third person camera, selected at character creation- In-editor network condition simulator: latency, jitter, packet loss- Two complete templates plus a guided scene-setup wizard- Full C# source included, commented- Unity 6+, Universal Render Pipeline- Visuals are capsule primitives — no models, animations, audio, or level art includedDevelopment & AI DisclosureThis product was created with extensive use of AI-assisted tools as part of its development, including code and documentation.The framework is under active development and continues to be refined. The framework is being used inside of an actual project and it has been tested by real users, and any issues or errors that surface will be addressed promptly to maintain the highest possible quality.Feedback is welcome and directly shapes ongoing improvements — if you encounter a problem, reach out and it will be prioritized.


