poorvith-mp/skills-gamedev/unity-multiplayer

Claude Code and agent skill by poorvith-mp/skills-gamedev

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Build Netcode for GameObjects, Relay and Lobby, server authority and lag compensation. For exploit defense, see anti-cheat. Use when implementing Netcode for GameObjects or sync.

Install

npx vskill@latest install poorvith-mp/skills-gamedev/unity-multiplayer

SKILL.md

unity-multiplayer

Core Philosophy

Multiplayer game programming is an exercise in distributed systems operating under the constraints of physics and latency. You cannot trust the client; anything calculated on a player's machine—hit detection, movement speed, inventory transactions—will inevitably be hacked. High-performance Unity multiplayer requires a server-authoritative model with Netcode for GameObjects (NGO), Unity Relay & Lobby for NAT traversal, and client-side prediction with server reconciliation to mask network latency for players.


4-Step Unity Multiplayer Architecture

Step 1: Topology & Transport (NGO + Relay + Lobby)
  1. Network Topology:
  • Dedicated Game Server (DGS): Absolute authority, zero host advantage, highest server cost. Best for competitive matchmaking.
  • Listen Server / Host-Client: One player acts as both host and server. Zero server cost, but host has 0ms latency advantage.
  1. Unity Transport & Relay:
  • Use Unity Transport Package (UTP) combined with Unity Relay service to pierce corporate firewalls and symmetric NATs without requiring players to configure router port forwarding.
  1. Unity Lobby:
  • Handles room matchmaking, player slot reservations, and custom lobby metadata before spinning up the network transport.
Step 2: Server Authority & NetworkVariables
  1. `NetworkBehaviour` & Ownership:
  • Code checks IsServer, IsClient, and IsOwner:

``csharp if (!IsOwner) return; // Only local player handles input ``

  1. `NetworkVariable<T>`:
  • Replicates state from Server $\to$ Clients automatically:

``csharp public NetworkVariable<int> Health = new( 100, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server // Never allow client writes! ); ``

Step 3: Remote Procedure Calls (RPCs)
  1. ServerRpc: Client calls, Server executes (e.g. RequestFireWeaponServerRpc).
  2. ClientRpc: Server calls, all Clients execute (e.g. PlayExplosionFxClientRpc).
  3. RPC Rule of Thumb:
  • Use NetworkVariable for persistent state (Health, Gold, Position).
  • Use RPCs for transient one-off events (Sound effects, particle spawns).
Step 4: Lag Compensation & Client Prediction
  1. Client-Side Prediction:
  • Client immediately applies local input and updates position locally without waiting for server confirmation round-trip.
  1. Server Reconciliation:
  • Server validates movement:

$$\Delta \vec{p} \le \vec{v}_{\text{max}} \times \Delta t + \epsilon$$

  • If client position drifts beyond error threshold $\epsilon$, server overwrites client position with authoritative coordinates, and client smoothly blends to the corrected position.
  1. Lag Compensated Hitbox History:
  • Server rewinds player hitboxes back in time by the attacker's latency $T_{\text{rtt}} / 2$ to verify if the shot lined up when the client pulled the trigger.

Deliverable Format: Server-Authoritative NGO Weapon Firing Pattern

csharp
using Unity.Netcode;
using UnityEngine;
public class NetworkPlayerWeapon : NetworkBehaviour {
[SerializeField] private GameObject bulletPrefab;
[SerializeField] private Transform muzzleTransform;
private void Update() {
if (!IsOwner) return;
if (Input.GetButtonDown("Fire1")) {
// Request firing to the authoritative server
FireWeaponServerRpc(muzzleTransform.position, muzzleTransform.forward);
}
}
[ServerRpc]
private void FireWeaponServerRpc(Vector3 origin, Vector3 direction) {
// Server validation check
if (Vector3.Distance(origin, muzzleTransform.position) > 1.5f) {
Debug.LogWarning($"[Security] Player {OwnerClientId} origin spoofing detected!");
return;
}
// Spawn networked bullet
GameObject bullet = Instantiate(bulletPrefab, origin, Quaternion.LookRotation(direction));
bullet.GetComponent<NetworkObject>().Spawn();
// Notify all clients to play audio/vfx
PlayMuzzleFlashClientRpc();
}
[ClientRpc]
private void PlayMuzzleFlashClientRpc() {
// Play local visual muzzle flash and sound effect
}
}

Worked Example: Resolving Rubberbanding in a Fast-Paced Arena Shooter

  • Problem: In an action arena shooter built on NGO, players with 120ms ping experienced jarring stutter and teleportation (rubberbanding) whenever sprinting.
  • Root Cause: The server was transmitting absolute position snapshots at 20Hz; client prediction was lacking, snapping the local player to historical server coordinates.
  • Solution: Implemented tick-based input buffering and reconciliation. Client stores a history buffer of unconfirmed input ticks. When receiving a server correction, the client re-simulates all unacknowledged ticks from the corrected state.
  • Result: Movement became completely smooth for players with up to 180ms latency.

Verification Checklist

  • [ ] All NetworkVariable write permissions set strictly to Server.
  • [ ] Unity Relay service handles NAT punchthrough without manual port forwarding.
  • [ ] Client movement inputs validated server-side against maximum acceleration limits.
  • [ ] Weapon hit registration verified on server using historical hitbox rewind.
  • [ ] Network objects cleanly despawned using NetworkObject.Despawn() on disconnect.

Anti-Patterns

  • Client-Authoritative Damage: Allowing clients to send DealDamageServerRpc(targetId, 9999) without server-side weapon range, line-of-sight, or ammo validation.
  • Over-Broadcasting RPCs Every Frame: Sending continuous transform updates via RPCs instead of compressed NetworkTransform ticks.
  • Ignoring Network Disconnections: Leaving orphaned player GameObjects in the scene when a client forcibly disconnects or loses connection.

Security

  • Security scanPassed, 95 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

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