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Package details
- Latest version
- 1.3.1
- Last updated
- First released
- Unity version
- 6000.5.10 or later
- Package size
- 5.3 MB
- Files
- 560
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Keywords
Deterministic Multiplayer Framework
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.
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Deterministic Multiplayer Framework screenshot 1
About this asset
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 hard
parts to you: keeping every player in sync, deciding who is authoritative about
a hit, and stopping cheaters. A networking library moves bytes. It does not
decide who is right. That decision layer is what this framework is, and it is
already built, already running, and already cheat-resistant.
SET UP IN A FEW CLICKS — NO CODING
Import the package and open United Games Studios > Framework Manager. The Build
My Game wizard walks 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
running server-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 —
LiteNetLib (UDP) is bundled and is the default online path, with UPnP and STUN
so join codes work across the internet without relay fees.
READ THIS BEFORE YOU DOWNLOAD
This is a multiplayer foundation, not a finished or polished game.
Characters are capsule primitives with simple materials. The package ships no
character models, no animations, no audio, and no level art — the only included
art is a health-bar UI. What you get is the simulation, the authority model, and
the architecture underneath a game, all working and all covered by an automated
test 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 the
multiplayer engineering solved so you can focus on your actual game, this is
exactly that.
HOW IT WORKS
A deterministic, fixed-step simulation runs on a tick loop with a
server-authoritative model. Clients send input. The server runs the simulation
and decides outcomes. Results replicate back to everyone.
It is the same architecture competitive shooters and MMOs use to stay fair and
consistent under latency — here it is already wired up and running.
SEE IT WORKING, NOT JUST RUNNING
The online templates ship with a teaching overlay that names the feature you are
looking at while you play. Watch prediction correct itself, watch interpolation
smooth a remote player, watch lag compensation rewind a shot. Turn on 200 ms of
latency 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 hunt
for template scenes by hand.
Arena Shooter — a live server-authoritative multiplayer game. Host or join with
a code, move, shoot, and fight networked NPCs. Runs on the bundled LiteNet
transport with no extra install.
Offline Prototype — the same systems running single-player with no networking
at 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 them
directly. Build My Game is the supported day-one path.
WHAT'S INCLUDED
Deterministic tick loop — a fixed-step simulation heartbeat at a tick rate you
choose (30 Hz default, fully configurable). The same inputs always produce the
same result.
Server-authoritative movement — responsive under latency through client
prediction and server reconciliation, without ever trusting the client.
Reconciliation thresholds scale automatically with velocity. No teleport or
speed cheats.
Lag compensation — when a client fires, the server rewinds other entities to
where that client saw them at their fire tick and resolves the hit against
those 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 interpolated
between two known states rather than extrapolated, so remote players do not
overshoot and snap back when they change direction. Bounded extrapolation
covers packet loss.
Server-validated combat — hitscan and projectile weapons, plus melee, all
resolved on the server against authoritative positions. Clients cannot fake a
hit. All client input is range-clamped and sanitised server-side.
Networked NPC AI — a ready-made enemy with chase, melee, and wall-climb
behaviour, simulated on the server and replicated to every client.
Factions — assign players and NPCs to teams with friendly, hostile, and neutral
stances.
Death and respawn — full death detection and respawn scheduling, built in.
First or third person — choose the perspective when you create your character
and the camera, pivot, and input are wired for you. Inverted vertical look is on
by default and configurable.
Pluggable gravity — swap uniform gravity for custom sources without touching
movement code.
Session handling — clients detect when the host leaves, stop cleanly, and
report why instead of continuing in a dead session.
Test under real conditions — inject latency, jitter, and packet loss from the
Inspector and test your game at 200 ms and 5% loss without leaving the Editor.
Stability groundwork — basic area-of-interest filtering and time-dilation
safety help keep the simulation stable under load instead of breaking.
Framework Manager — Build My Game, Workbench, Guided Lessons, and Validation in
one place, with a first-run screen that puts you straight into Build My Game
rather than a wall of tabs.
Presentation that works offline and online — the same player views, cameras,
weapon visuals, and damageable presentation drive Free templates without
requiring FishNet.
DATA-DRIVEN — NO CODE REQUIRED
Weapons, factions, NPC behaviour, and movement are authored as
ScriptableObjects. Duplicate an asset, change the numbers in the Inspector,
press Play. You can build and balance an entire game without writing a line of
code.
CLEAN, EXTENSIBLE ARCHITECTURE
Systems talk through well-defined interfaces rather than tangled direct
references. Add your own simulation phases, swap implementations, or build on
top.
The transport sits behind an interface, so the networking library is your
choice. Bundled LiteNetLib is the default and needs no extra install. A FishNet
adapter is included for developers who already use FishNet or want its feature
set — install FishNet and the framework detects it automatically. The simulation
and authority layer stays the same underneath either one, so you are not locked
to 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 loop
and Framework Manager. Everything you build on Free carries into Pro.
DOCUMENTATION
GETTING_STARTED.md is written for developers who have never built a networked
or deterministic game. It covers core concepts, both Free starting paths,
Framework Manager, customisation, troubleshooting, and how Free relates to
Pro. A README at the package root maps every document to the question it
answers. Additional docs live under Docs/ (API map, networking default, Arena
smoke test).
REQUIREMENTS
Unity 6 or newer, Universal Render Pipeline (URP).
Requires the Unity Input System package. This framework does not support the
legacy Input Manager. Active Input Handling must be set to "Input System
Package (New)" or "Both".
Required Unity packages, installed automatically via Package Manager and not
redistributed by this asset: Input System, Newtonsoft Json, Mathematics, Burst,
Collections, and uGUI. Installing the Input System may prompt Unity to restart
the Editor.
WebGL is not supported for online play on the bundled transport.
NOT INCLUDED
Character models, animations, audio, level art, cloud matchmaking, dedicated
server 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 SOFTWARE
This asset uses LiteNetLib under the MIT License, NATS.NET under the Apache
License 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.
From the publisher's Asset Store listing.
Technical 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 included
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.5.10f1 | Not listed | Compatible | Not listed |
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.
As listed on the Asset Store.