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. 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. This framework gives you that foundation alreadybuilt, networked, and cheat-resistant, so your time goes into your game insteadof netcode plumbing.SET UP IN A FEW CLICKS — NO CODINGImport the package and open the Framework Manager. The Build My Game wizardwalks you through a short checklist, builds the scene, and wires everything up.A few clicks later you press Play, click Host, and you have a runningserver-authoritative multiplayer game with a join code your friends can use.No coding at any point. No third-party networking package to buy or install —a UDP transport 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 BUYThis 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 netcode, and thearchitecture 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.TWO PLAYABLE TEMPLATESArena Shooter — a live server-authoritative multiplayer game. Host or join witha code, move, shoot, and fight networked NPCs. Runs on the bundled transportwith 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.WHAT'S INCLUDEDDeterministic tick loop — a fixed-step simulation heartbeat at a tick rate youchoose (30 Hz default, fully configurable for anything from a 10 Hz persistentworld to a 60 Hz shooter). The same inputs always produce the same result.Server-authoritative movement — responsive under latency through clientprediction and server reconciliation, without ever trusting the client.Reconciliation thresholds scale automatically with velocity, so a 100 m/svehicle predicts as smoothly as a walking character. No teleport or speedcheats.Lag compensation — when a client fires, the server rewinds every other entityto where 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 per genre.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.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 systems — area-of-interest filtering and time-dilation safety keepthe simulation stable under load instead of breaking.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 netcode layer is a swappable adapter. The bundled UDP transport is thedefault, and a FishNet adapter is included for developers who already useFishNet or want its feature set — install FishNet and the framework detects itautomatically. You are not locked to one networking library.Full C# source included.DOCUMENTATIONA beginner-friendly guide covers the core concepts, both templates, scenesetup, customisation, and troubleshooting. Written for developers who havenever built a networked or deterministic game before.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, matchmaking, dedicated serverhosting, or account services.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- Hitscan, projectile, and melee combat resolved server-side against authoritative positions- Networked NPC AI: chase, melee, wall-climb- Area-of-interest filtering and time-dilation stability safeguards- ScriptableObject-driven weapons, factions, NPC behaviour, and movement configuration- Interface-based system boundaries; netcode transport is a swappable adapter- Bundled UDP transport (default) plus an optional FishNet adapter, auto-detected- 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.



