I will implement multiplayer in unity with fishnet mirror photon

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Igor P
Alcune informazioni sono riportate in lingua inglese.

Informazioni su questo servizio

Your game runs fine in single player and falls apart the moment two

clients connect. That is what I fix.


I have shipped networked gameplay on FishNet, Mirror, Photon and

Netcode for GameObjects. Four different stacks, so I can tell you

which one your project actually needs instead of pushing whatever I

know best.


WHAT I DO

- Player movement and state sync that holds under real latency

- Lobbies, matchmaking, reconnect, host migration

- Client-side prediction and reconciliation

- Server authority and cheat-resistant architecture

- Steam integration: lobbies, invites, P2P transport

- Rescuing networking a previous developer left broken


WHY IT MATTERS WHO YOU HIRE

Netcode is where "works on my machine" costs the most. Most bugs only

show up at 150ms ping with three clients connected, which is exactly

the case nobody tests. I test that way by default.


WHAT YOU GET

Full commented C# source, a written handover explaining the

architecture and where to extend it, and an honest list of what I

would do next.


Message me with your Unity version, your current netcode solution if

you have one, and what breaks. I will tell you straight whether it

fits Basic or needs a custom offer.

Scopri di più su Igor P

Igor P

Multiplayer and gameplay programmer in Unity and Unreal

  • DaRussia
  • Membro daapr 2024
  • Tempo di risposta medio1 ora
  • Lingue

    Inglese, Russo
Hi, I'm Igor. 5 years in Unity, 3 in Unreal, 1 year commercial work. Unity: C#, gameplay systems, combat, abilities, progression, procedural generation, LeoEcs, save systems, editor tooling, URP and HLSL shaders. Unreal: C++ and Blueprints, Gameplay Ability System, replication, behaviour trees, custom movement components. Multiplayer: FishNet, Mirror, Photon, Netcode for GameObjects. Also Python and C++ outside of engines. Games shipped on Steam. Currently building CHAIN, a PSX-style horror shooter. For bigger projects I bring in two people I've worked with for years.

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