Deterministic Multiplayer Framework Pro
United Games Studio
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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.Everything, in one package.Pro is the complete Deterministic Multiplayer Framework — the entire freefoundation plus the large-scale, rendering, vehicle, and MMO systems layered ontop. One import. Nothing else to buy, nothing else to install.The foundation solves correct, cheat-resistant multiplayer: a deterministicserver-authoritative tick loop, client prediction with velocity-scaledreconciliation, lag compensation with server-side hit rewind, buffered remoteinterpolation, server-validated combat, networked NPC AI, factions, and deathand respawn. Pro solves what happens next, when you want hundreds of entities,large worlds, persistence, and a real game economy running on top of it.Set up in a few clicks with the Build My Game wizard. No coding, and nothird-party networking package — a UDP transport is bundled and is the defaultonline path.READ THIS BEFORE YOU BUYPro is a systems library, not a content pack.It ships no character models, no animations, no audio, and no authored levels.Genre setups build reference scenes from primitives so you can see the systemsrunning and then replace the visuals with your own. Everything you are payingfor is engineering: simulation, networking, rendering, and gameplay systemsthat work at scale.ALREADY HAVE THE FREE VERSION?Pro contains everything the free package does. Import Pro into the same projectand it updates the framework in place — your scenes, prefabs, and configurationkeep working.THREE GENRE SETUPSCo-op Survival — wave and threat pacing, shared objectives, base structures.Battle Royale — shrinking play zone, match flow, elimination scoring.Extraction Shooter — insertion, loot runs, extraction points, match state.Each is generated by a guided setup that wires the scene, installs the gamemode, and leaves you a running reference to build on.Configuration presets for MMORPG, Space MMO, and Sandbox tune interest radius,tick policy, player and NPC budgets, and which Pro systems are enabled forthose kinds of game. These presets configure the framework; they do not ship areference scene the way the three genre setups above do.LARGE-SCALE SIMULATIONSpatial-hash area of interest — Burst-compiled jobs with Morton-code spatialordering decide what each client needs to know about, so bandwidth and CPUscale with what players can actually perceive rather than with world size.Replication tiering — entities replicate at different rates by importance anddistance instead of everything updating at the same cost.World zones — partition a large world into zones with their own state, pluszone handoff for moving players between server processes as they crossboundaries.Adaptive simulation — the tick pipeline degrades gracefully under load insteadof collapsing.Bandwidth telemetry — per-connection byte rates and snapshot costs, so you canmeasure before you optimise.GPU RENDERING SUITEBatchRendererGroup rendering with Burst-compiled frustum and occlusion cullingjobs, vertex-animation-texture (VAT) crowd animation, automatic LOD, and ahybrid render router that moves entities between individual renderers andbatched rendering as they gain and lose importance. Built for drawing largecrowds without a draw call per entity.VEHICLES AND SPACECRAFTServer-authoritative vehicle simulation with a planetary and volumetric gravitysystem — planetoid gravity sources, volume gravity, and placement exclusionzones — so spacecraft and surface vehicles share the same authoritativemovement model. Reconciliation tolerances scale with velocity, so high-speedcraft predict smoothly instead of snapping to the host.MMO GAMEPLAY LAYERA complete set of server-authoritative gameplay systems, each running as asimulation phase and configured through ScriptableObjects:Inventory and equipment. Stats and skills with a skill catalog. Resourcegathering and crafting. Loot entities. Territory control. Zone ownership andzone threat. Deployables and core structures. Respawn selection driven by zoneownership.These are simulation systems with a documented API, not a finished game. Youcompose them into your design.BACKEND ADAPTERSNATS messaging and PostgreSQL persistence, with a simulation-snapshot writerfor durable world state. Client libraries are bundled.ARCHITECTURESystems talk through well-defined interfaces rather than tangled directreferences. Pro systems install through a module installer, run as simulationphases, and can be enabled individually. Use the parts you need; the rest costsyou nothing.The netcode layer is a swappable adapter. The bundled UDP transport is thedefault, and a FishNet adapter is included and auto-detected if you installFishNet.Full C# source included, with an automated Editor test suite coveringownership, session lifecycle, input validation, reconciliation, and lagcompensation.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. Pro provides the systems; you provide the game.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.- Complete package — includes the entire free framework; nothing else to install- Deterministic server-authoritative tick loop with client prediction and reconciliation- Server-validated hitscan, projectile, and melee combat; networked NPC AI; factions- Bundled UDP transport plus an optional auto-detected FishNet adapter- Spatial-hash area of interest with Burst-compiled update jobs and Morton-code ordering- Replication tiering by importance and distance- World zone partitioning with cross-process zone handoff- BatchRendererGroup rendering: Burst frustum + occlusion culling jobs, VAT crowd animation, automatic LOD, hybrid render routing- Server-authoritative vehicle simulation with planetary and volumetric gravity sources- MMO systems: inventory, equipment, stats, skills, resources, crafting, loot, territory, zone ownership, zone threat, deployables, core structures- Backend adapters: NATS messaging, PostgreSQL persistence, simulation snapshot writer- Three genre setups: Co-op Survival, Battle Royale, Extraction Shooter- Full C# source included- Unity 6+, URP, Burst and Collections required- Systems library — no models, animations, audio, or authored levels 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.



