Deterministic Multiplayer Framework Pro OFFICIAL SALE

Everything, in one package.


Pro is the complete Deterministic Multiplayer Framework — the entire free

foundation plus the large-scale, rendering, vehicle, and MMO systems layered on

top. One import. Nothing else to buy, nothing else to install.


The foundation solves correct, cheat-resistant multiplayer: a deterministic

server-authoritative tick loop, client prediction with velocity-scaled

reconciliation, lag compensation with server-side hit rewind, buffered remote

interpolation, server-validated combat, networked NPC AI, factions, and death

and 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 no

third-party networking package — a UDP transport is bundled and is the default

online path.



READ THIS BEFORE YOU BUY


Pro 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 systems

running and then replace the visuals with your own. Everything you are paying

for is engineering: simulation, networking, rendering, and gameplay systems

that work at scale.



ALREADY HAVE THE FREE VERSION?


Pro contains everything the free package does. Import Pro into the same project

and it updates the framework in place — your scenes, prefabs, and configuration

keep working.



THREE GENRE SETUPS


Co-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 game

mode, 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 for

those kinds of game. These presets configure the framework; they do not ship a

reference scene the way the three genre setups above do.



LARGE-SCALE SIMULATION


Spatial-hash area of interest — Burst-compiled jobs with Morton-code spatial

ordering decide what each client needs to know about, so bandwidth and CPU

scale with what players can actually perceive rather than with world size.


Replication tiering — entities replicate at different rates by importance and

distance instead of everything updating at the same cost.


World zones — partition a large world into zones with their own state, plus

zone handoff for moving players between server processes as they cross

boundaries.


Adaptive simulation — the tick pipeline degrades gracefully under load instead

of collapsing.


Bandwidth telemetry — per-connection byte rates and snapshot costs, so you can

measure before you optimise.



GPU RENDERING SUITE


BatchRendererGroup rendering with Burst-compiled frustum and occlusion culling

jobs, vertex-animation-texture (VAT) crowd animation, automatic LOD, and a

hybrid render router that moves entities between individual renderers and

batched rendering as they gain and lose importance. Built for drawing large

crowds without a draw call per entity.



VEHICLES AND SPACECRAFT


Server-authoritative vehicle simulation with a planetary and volumetric gravity

system — planetoid gravity sources, volume gravity, and placement exclusion

zones — so spacecraft and surface vehicles share the same authoritative

movement model. Reconciliation tolerances scale with velocity, so high-speed

craft predict smoothly instead of snapping to the host.



MMO GAMEPLAY LAYER


A complete set of server-authoritative gameplay systems, each running as a

simulation phase and configured through ScriptableObjects:


Inventory and equipment. Stats and skills with a skill catalog. Resource

gathering and crafting. Loot entities. Territory control. Zone ownership and

zone threat. Deployables and core structures. Respawn selection driven by zone

ownership.


These are simulation systems with a documented API, not a finished game. You

compose them into your design.



BACKEND ADAPTERS


NATS messaging and PostgreSQL persistence, with a simulation-snapshot writer

for durable world state. Client libraries are bundled.



ARCHITECTURE


Systems talk through well-defined interfaces rather than tangled direct

references. Pro systems install through a module installer, run as simulation

phases, and can be enabled individually. Use the parts you need; the rest costs

you nothing.


The netcode layer is a swappable adapter. The bundled UDP transport is the

default, and a FishNet adapter is included and auto-detected if you install

FishNet.


Full C# source included, with an automated Editor test suite covering

ownership, session lifecycle, input validation, reconciliation, and lag

compensation.



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, matchmaking, dedicated server

hosting, or account services. Pro provides the systems; you provide the game.



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.